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Quick App: Bow Cam for iPhone

An app that barks at a dog to get it’s attention so it can then snap the dog’s picture? Now that’s some cunning canine camera creativity right there. We imagine, however, a barking dog might get the attention of all sorts of other snap-able subjects.

Bow Cam comes from Appliya, a Tokyo based iPhone developer house. We’re hoping to see more from them, but we’ve also heard that waiting in the increasingly long line for app approval is even more problematic internationally, with some iTunes branch reps simply telling devs to contact the US for support (regardless of language differences.)

Let’s hope the post-holiday season slows down a little, Apple adds both staff and a modicum of transparency, and the process as a whole matures into 2009, b’okay?

Tried Bow Cam on your pooch? (or prowler?) Let us know how it worked for you!



State of the Apps: iFart 10K Earn Rate, Private API Debate, Approval Delay Hate

No sooner did Apple flip the switch on Pull My Finger but 14 fart-themed apps have hit the App Store and according to Macrumors, leader of the app pack, iFart Mobile, generated $9198 in one day. I need to quit this blog and go make iDoody, or something (don’t tell Dieter!).

Daring Fireball weighs in on the use of private API’s, disagreeing not only with the practice of using them, but with the people who use and tell others hot to use them. A risky practice to be certain, and one that does endanger the user experience, but I like to think (or hope) developers are adults who will make their own informed decisions and take personal responsibility for those decisions, not try to lay blame on code samples or books.

Lastly, we have a rant sent in from PHARTGAMES developer Perry Hart who’s more than a littler frustrated with the continued delays and absolute opacity of Apple’s approval process:

I submitted ZombieMangle over a week ago now, Which was what i though would be a perfect time to release just before christmas. However, A few days after submission apple sends me an email stating that they require “Unexpected Additional Time For Review” with no reason whatsoever for the delay. So I do a search for any other developers who have received this email, and it appears there’s ALOT of them. What this email basically means is that your application has joined a queue which never gets looked at and your app wont be approved, or rejected depending on apples discression for months. One developer has been on the queue for three months, and received absolutely no information about what was wrong.

Emails to support were ignored, phone calls to support were outsourced and scripted, and complaints in the official forums have gotten boiler plate from the mods. Hart’s conclusion:

I think it’s time that all developers and potential developers know that they are working with amateurs.

Did Apple underestimate just how popular the App Store would be? Were they unprepared? And is their newness to the market — the newness OF the market — overwhelming them a degree such that they simply cannot cope? Or is this just Apple being Apple again, saying nothing and leaving people to increasingly frustrated assumptions?

State of the Apps: Dev-Cash in Hand, Keywords Spammed, iBoobs banned, Approval Process Jammed

While many iPhone devs probably haven’t struck it rich (just as many of the apps flooding the store haven’t yet been strike-it-rich worthy), quality products that find an audience are still proving to be massive income sources for some developers reports Fake Steve Real Dan Lyons in Newsweek:

Greenstone, 41, has been writing games for Apple’s computers for 21 years. But he says he’s never seen anything like the iPhone apps phenomenon, which this year will deliver $5 million in revenue for him. “It’s crazy. It’s like lottery money. In the last four and a half months we’ve made as much money off the retail sales of iPhone apps as we’ve made with retail sales of all of the apps that we’ve made in the past 21 years—combined.” Business is so good that Greenstone won’t even bother writing for the Mac anymore.

Daniel wrote in to let us know the obvious: Apple rejected iBoobs from the App Store. Duh or d’oh, we guess, depending on your point of view. Did the dev think Pull my Finger made this okay? Cheer or jeer the video if you have to.

Tapbots developer Paul Hadda, whom TiPb interviewed a while back and whose awesome WeightBots app has just hit version 1.2, made a nasty discovery when searching the App Store: keyword spam:

I searched around for other high profile apps and found quite a few developers have chosen to SEO optimize their app description. So first we have apps naming themselves with blanks at the beginning to take advantage of alphabetical listing in the store. Then we have apps going from Free to Paid to take advantage of the top 100 list. And now this SEO hack, what’s next?

Since astroturfing and mechanical turk paid ratings are already taken, we’re betting “you may have already won…” scams, but who knows?

State of the Apps: Pods Streamed Not Casted, Peeps Blasted, Pull My Finger’s Back!

Podcaster was rejected from the App Store for duplicating the (at that point upcoming) functionality of the built in iPod app. Seems like Podstreamer (Streamcaster in the Canadian store?!), however, made it in. While the two apps might not be identical, the situation does nothing to alleviate the appearance of capricious, near-random behavior from Apple’s approval department. (Thanks benstinson for the tip!)

Next up, Daring Fireball reports that a CoverFlow-esque contacts app was rejected by Apple for using the private CoverFlow API.

The problem? According to developer Landon Fuller, they didn’t use any private APIs — they created their own Cover Flow implementation using the public APIs.

Gruber rightly notes the apparent hypocrisy in Google publicly flaunting their use of private API’s in the Google Mobile App, while Peeps is rejected for the mere (apparently wrongful) suspicion they’re using one.

Lastly, Ars Technica says Apple has added a new category to the App Store… one that allows for Pull My Finger to make its inglorious return:

“The very kind Apple Team Member told me that they didn’t want to reject it originally, but that they were sorting out how this ‘genre’ of apps were going to be handled,” he added. “She told me they’d be lifting the restriction on them, and more apps will follow that may have been previously not allowed.”

What else will this new “Entertainment” category cover? What else will it allow? Your most creative guesses welcome in the comments!


App Store Updated to Better Showcase Apps

Apple Insider, quoting TouchMeme developer Krishna Vegesna, reports that Apple has made some changes to the way it displays applications in the App Store, which they break down into three areas:

– Most popular apps are now highlighted in each category page – Free apps are separated from — and hence no longer dominate — paid apps in the side bar – Tweaked the design to make it more consistent with the iPhone App Store app

Says (and quotes) Apple Insider:

While Friday’s changes may not solve all of developers’ problems, Vegesna said he believes Apple “now truly understands the software as a service model and is enhancing the [App Store] every week (in some cases, multiple times a week).”

Is it a big enough step to really help amid the onslaught of 10,000+ apps? Probably not, but it’s a step and hopefully yet another sign that Apple is willing to keep working to help developers, users, and themselves benefit from the App Store model.

If you’ve had a chance to check it out, and noticed the difference, let us know if it improved your experience and ability to find apps.

Hockenberry: An Open Letter to Steve Jobs on App Store Pricing

Not content to simply produce great (and great looking) software, Craig Hockenberry continues to knock it out of the park on his furbo.org blog as well, this time with an open letter to Apple CEO Steve Jobs on App Store Pricing:

As an iPhone developer who’s been in the App Store since its launch, I’m starting to see a trend that concerns me: developers are lowering prices to the lowest possible level in order to get favorable placement in iTunes. This proliferation of 99¢ “ringtone apps” is affecting our product development.

This is something we’ve been following on TiPb, and something that both interests and concerns us greatly. The App Store is quite literally a killer app on the iPhone, but competition of revving up from all sides, including Android Market and the BlackBerry series of offerings.

Check out Hockenberry’s complete article, and let us know what you think Apple could do to properly incentivize developers to make the next Excel, the next Quark, the next killer app?

Or should they? Do you prefer your $0.99 apps, and don’t really care if we ever see anything more?

Play Moto Chaser for iPhone… on Your TV?!

A week or so ago we linked to Erica Sadun’s demo of the iPhone SDK’s undocumented video out feature. Well, she’s been busy since then talking with Freeverse, the developers behind the hit Moto Chaser game for the iPhone. The result? The tech demo featured above.

Good news is that the possibilities are mind-boggling. Bad news is that we’re not there yet:

On the 2G touch, Moto Chaser can reach approximately 20 frames per second. This makes the game, in the words of Freeverse Producer Bruce Morrison, “nearly playable.” Morrison manages the Freeverse product teams and was heavily involved in developing Moto Chaser; he designed all the levels in the game. The norm for commercial games is 30fps, a point at which motion becomes as smooth and watchable as normal TV video. For reference, the current iPhone release of Moto Chaser runs at 26fps and includes many optimizations to achieve even that on the iPhone’s relatively slow processor and limited RAM memory.

Check out the rest of the article for look into how they did it, how long it took, and where they might go from here…

Santa Live for iPhone is Ho-Ho-Hosed?

Merry Christmas, tiny little media-un-savvy kids: rudolf just ran down granny!

Well, that’s the story Gizmodo reports, anyway:

Yesterday’s episode of Santa Live featured the song “Grandma Got Run Over by a Reindeer.” Apparently, children young enough to care about Santa are also young enough to have trouble understanding the jokey song about grand-matricide. Parents complained, and Majewski, already $12,000 in debt (that’s a lot of bribed commenters!) was forced to pull the app. He remains the only one baffled by his lack of success with Santa Live.

Majewski, already controversial since the discovery he was paying for good reviews via Amazon’s Mechanical Turk, is likely not having a great holiday season himself now, even absent joyous vehicular homicide carols.

Did the parents over react? Should Majewski better have known better? Or did some one just get a little revenge paying parents to complain via Mechanical Turk?

State of the Apps: 10,000 Now True, 300M Downloads Too, Icon Must-Do, And Promo Code How-To!

Apple has now hit the milestone 10,000th app in the iTunes App Store, and to celebrate, TapTapTap created the awesome icon tile artwork above (via TUAW), and what’s more, CNBC (via iLounge) noted that Apple has snuck in some new ad copy claiming iPhone users have “downloaded over 300 million” apps.

Those numbers are simply staggering. As Steve Jobs recently, the adoption rate is beyond anything seen before in the industry. That the App Store is as unified, integrated, and easy as the iPhone platform itself is no doubt the driving factor.

But the question increasingly becomes, amid 10,000 apps, how do developers get more of those 300 million downloads for their apps?

Icon Factory co-founder and Frenzic designer Gedeon Maheux, on his gedblog, suggests that the app icon is an important place to start:

All too often icons are treated as second-class citizens, especially in the App Store. Lately, developers have taken to plastering “SALE” or “60% OFF!” within their icons. They’ve become lazy and let the iPhone software mar their design with glossy highlights which obscure efforts to brand their software. They use dull colors or pile on heaps of detail that just adds unwanted noise to an already cluttered array of choices. After the flashy ad pitches have faded, the icon still has to live on the user’s device and is often the first line of interaction with the product.

Another tool that may help is the new promo code system Apple has enabled for the (US-only so far) App Store. Erica Sadun provides a great iPhone promo code walk through over on Ars, explaining how to both give and receive, as well as some helpful hints for developers:

You can preview your Application. Once your App has been given a green light by Apple, the codes can be used—even before the release date you set in iTunes connect. Whenever your app is “Ready for Sale”, Apple says you can offer free downloads. Setting a future date and releasing previews allows you to build your buzz before you go live in the App Store.

The scariest thing of all? It hasn’t even been 6 months since the App Store launched (Dec. 17 will mark that anniversary). What will things look like in another 6?


David Perry Talks Bugz for iPhone: Gaming, Development, and App Store

David Perry of Didev Studios wrote in to tell us about Bugz for the iPhone, and was kind enough to send along some interesting insights into the game, developing for the iPhone, and the App Store.

On the origins of Bugz as a PSP game:

Bugz was originally conceived about 2 years ago as a PSP game. It took me around a year of coding, design, graphics and audio work before I made a release into a competition that was being run at the time. Bugz was well received in the competition and received first place. The public seemed to like Bugz and it’s quirky cuteness.

On moving Bugz to the iPhone:

Recently I decided to look at iPhone development and Bugz was an obvious choice as a first project. The initial version of Bugz for the PSP only had 17 levels – this would obviously need expanding for the iPhone version. Whilst contemplating the iPhone port of Bugz, I asked a friend to join me on the project, he accepted and Didev Studios was born.

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