All Articles in Development

Quick App: Smiles for the iPhone

We like interesting developers and interesting stories here at TiPb, and Mike Kasprzak of Smiles sent us in this gem:

I don’t know how closely you’ve been following the whole price changing fiasco in the iTunes App Store. Games launching at like $8-$10, then dropping to $1 a day or so later. Or apps jumping between 2 prices every few days to get front page exposure on aggregation sites. That sort of thing. It’s really making things hard for us developers trying to run an honest shop. Well, I did something a little different with my game Smiles. I launched the game at $4.99, but instead of dropping the price like ‘conventional wisdom’ seems to suggest, I cut it in half. This works for me, since Smiles is actually 2 games (a clever business idea that… well… hasn’t work out in my favor yet). Customers can buy my game “Smiles” individual parts (Smiles Zen, and Smiles Drop) for $2.99 each, or save about $1 by purchasing “Smiles” for $4.99.

If you try it out, please tell us what you think!



Apple Creates App Store Promo Codes! (US Only!)

Toby Vincent of SmudgeApps wrote in to let us know that along with general App Store distribution and the 100-device Ad Hoc method universities and beta testers have been using, Apple has just opened the door to a new system:

Apple has finally started allowing us to issue free promotional copies of their iPhone applications. Devs can issue 50 promotional codes for their application. The codes allow the recipient to download a full copy of the application for free. Codes can only be presently used in the U.S. iTunes Stores by using the “Redeem” link in the App Store.

This would allow developers to, among other things, get their apps more easily into the hands of reviewers, or give them away as part of a promotional/marketing initiative.

Vincent was kind enough to send along a promo code for their flagship App, Jam! Unfortunately, as a — I guess undeserving? — Canadian, I was barred from downloading it. Ah well, my loss will be the gain of one of our US based writers for now…

So, while this still keeps apps for the most part still locked into the App Store, does it give developers a little more wiggle room in their iTunes straight jackets? What else does Apple need to do to really help expose the now 10,000 strong catalog to end users?

Hockenberry on Choices and Designing Twitteriffic

Back before my iPhone was torn from me (sniffle) for the Round Robin, Twitteriffic was (and will be again) my mobile Twitter client of choice. Since TiPb has also been looking into App development and iPhone UI lately, this all added up to make Craig Hockenberry’s post today on furbo.org especially interesting. Hockenberry talks about the importance of making choices in development, about what features to add and what to leave out, and perhaps most importantly to us, in variety of different approaches:

There will always be more than one way to solve a problem: a developer’s personal preferences will inevitably seep into the implementation. Having many choices for a Twitter client means that developers don’t need to create a “one size fits all” solution. In essence, users get to choose a developer whose preferences match their own.

If you’re at all interested in a behind-the-curtains peak into what makes a good app great, be sure to read the whole article.

Also, let us know if you’re currently using Twitterrific, if what he mentions was already obvious to you, or if you’re using another Twitter client, what you’re using and why you prefer it?

Hacking Away at iPhone 2.2 TV-Out Secrets


Updated iPhone with live Video Out from Ars Technica on Vimeo.

A few days ago we mentioned Ars’ iPhone expert, Erica Sadun was taking the lifting of iPhone OS 2.2’s NDA as an opportunity to dump code and sift for gold. Turns out she’s not only found some in the way of “hidden” TV-out features in iPhone 2.2, she’s sacrificed her well earned turkey day to experiment with them. From her previous post, here’s what’s at work:

The MPTVOutWindow class allows your iPhone to send its video to a connected TV rather than to the built-in screen. Intended to be used with movies, the unpublished class creates a live video feed that is sent out through the iPhone’s connector port. End-users will need to buy a video adapter or cable to use this functionality.

Early days still, but fairly awesome stuff. Can’t wait to see what she and other developers — not to mention Apple eventually — come up with!


State of the Apps: Mail App Slips Through, Rejection Re-Do’s, Paying for Reviews, and NDA Over for 2.2!

First up, with the previous rejection of Gmail client MailWrangler, Engadget says another app which also dares to “duplicate features” found in a Dock App (Apple’s own MobileMail) has actually been accepted into the App Store. Did BdEmailer slip through the cracks? Or is this a sign of inconsistency on Apple’s part? Hot on the heels of the controversy surrounding Google’s Advance Voice Search using non-public API’s, developer confidence in the approval process might drop even further…

…Though Ars’ own Erica Sadun reveals the story of one developer who, after initially having their App rejected by Apple, tried and tried again, and without making a single change to the app, had it approved the second time around. Embarrassing for Apple, if the policies really are that inconsistent.

Speaking of embarrassing, Wired reveals that one developer actually got Amazon’s mechanical turk involved in paying for reviews. Users who get $4 — $2 to “buy” the app, and $2 in bonus for leaving a 5-star review.

Lastly, Erica Sadun is back to remind us that, with the release of iPhone OS 2.2, the NDA is now lifted regarding that firmware, and the public dumping can begin! Any guesses as to what goodies will be found?

UPDATED! Google Using Private API’s For Advanced Voice Search?

UPDATE: iPhone dev extraordinaire Erica Sadun investigated over at Ars and found the following: Google is both linking to Private Frameworks and using unpublished APIs. While the latter is likened to jaywalking, the former is apparently a ban-worthy offense. Yikes. Check out her complete investigation for more. And now that it’s public, the question shifts to what if anything Apple will do about it? Cave to Google over a killer feature and betray the confidence of other developers, or yank Google’s app, alienating a huge (if guilty) partner and likely creating another furor among users?

Original post:

Is Google using private (i.e., not publicly available via the official iPhone SDK) APIs to create the silky-smooth “raise the phone and talk” activation for their new Advanced Voice Search feature in the update Google Mobile App? That’s the latest question Daring Fireball’s been looking into, and here’s what they’ve found so far:

If you use something like the command-line strings utility to examine the UIKit framework, you can see that there’s an undocumented (and therefore private to Apple) method named proximityStateChanged. And if one were to strip the FairPlay DRM from the current Google Mobile application binary — which, of course, you wouldn’t do, because you’re not supposed to strip FairPlay DRM, but I’m just saying if one were to do this — a class dump of the application binary would show that Google Mobile does in fact implement proximityStateChanged.

DF posits three possible explinations: 1) No one at Apple noticed the private API usage, 2) Apple noticed but turned a blind-eye, or 3) Apple approved the use of a private API. Citing sources, DF claims #3 to not be the case, and perhaps that’s why Google promoted the feature so heavily, and stirred up interest so high Apple would feel pressure to approve it (though we wonder if Steve Jobs’ Apple ever feels that type of pressure?)

By contrast, DF states #1 is not without precedence, while #2 would be grossly unfair to other developers, and either way, users may suffer if Apple makes changes to their private APIs (which is one of the reasons to keep them private after all).

So what do you think? Which scenario is most likely? And what would you rather, that developers (Google or not) use officially unsupported features if it means better apps but also apps that might just break when the next firmware drops?

Quick App: WaKi SNAP! for the iPhone

Nelson wrote in to tell us a little about WaKi SNAP!, a new game now available in the iTunes App Store:

WaKi SNAP! was created as our first project for the iPhone and we wanted to create something that used the touch capabilities of the iPhone in an innovative and immersive way…basically, something that allows two players to both enjoy the game on the one phone at the same time, which is different to the majority of the games out there.

We wanted to make something that was fun, simple to play, and almost universally known by both children and adults. The challenge was also to keep the interface as clean and minimalist as possible so that there was little clutter and the main focus was on displaying the graphics of the cards in as large a size as possible. Thus, WaKi SNAP! was born!

If you check it out, be sure to let us know what you think!

State of the Apps: PCalc Hits 1.2, Dirty Tactics, and a Warning to Developers: Charge More for Apps!

TiPb has been exploring issues surrounding the App Store, especially how developers can earn a living, the various attempts to market apps in a sporting manner, as well the gaming and foul play going on.

In the bright lights category, developer James Thomson (ha! spelled it right that time!) has taken a decidedly humorous approach with the launch of his updated PCalc 1.2 (iTunes link) calculator app:

I think we got off to a bad start last time with version 1.1. It was my fault entirely. I came out with this big release I’d spent months on, sent out my press releases, and not a soul ran a story with the exception of that nice Mr Gruber fellow [Although TiPb did run an interview -- thanks again, James!]. Sales were quite poor and we both said some things we regretted in the morning.

But I understand, don’t worry. You’re tired of the deluge of iPhone press releases, and everything you see just starts to look the same after a while. I didn’t do anything to make it an interesting read and, let’s face it, I’m kind of fighting a losing battle with a calculator which - I’ll be the first to admit - is next to the flashlights and to-do list apps in terms of reaching saturation point on the store.

Not quite. I rock PCalc on my iPhone, with narry a flashlight in sight!

While PCalc chose humor, some others have gone decidedly darker…

Read the rest of this entry »

Apple Adds New Samples to iPhone SDK

iPhone SDK Roadmap

iPhone developer extraordinaire Erica Sadun over at Ars reveals that Apple has expanded on the iPhone SDK samples, and with some pretty nifty new stuff.

While I can’t claim to understand it, included in the update is aurioTouch and oalTouch for scilloscope and positional audio, Accessory and TouchCells which (apparently!) give greater options in tables and cells, and URLCache and Reflection which focus on Web-based data and image reflections respectively.

Says Sadun:

The iPhone Reference Library is an amazing resource for developers. It offers access to sample code, guides, and release notes. The new items I listed here augment Apple’s already rich iPhone sample code suite. Make a habit of stopping by the library page; Apple will often add new items there without announcement.

Check it out!


Quick App: Truco for the iPhone

Truco for iPhone

Developer Gonzalo Oxenford wrote in to let us know the story behind Truco, a South American card game for the iPhone. These are the types of developers that make us so excited about the future of the platform!

Since we decided to start making iPhone Apps, we realized that we had to take a lot of care in the interface design, and graphic arts. We think this new platform is an amazing approach to virtual reality, and that’s what we’ve been doing while designing Truco.

If you take a look at the card games now at the App store, you will see that not even the one made by Apple takes care of that. The wood textures, the card size, the beauty of the cards. All other card games have so small cards, that makes you think you are playing an 8 bit game. And you are not supposed to, since these games are running inside of one of the most advanced mobile OS on Earth.

It’s very important for the user to feel the cards, to move them. Cards must be big enough so you can appreciate the beautiful illustrations on them. And this is what the real Truco player loves.

Other interesting aspect of the game is the AI (artificial intelligence) it has. The game of Truco is actually played by tricking your opponent. The AI we developed can make things like raising the stakes and bluffing which can put pressure on you, and might cause you to fold. So we let the user to choose the computer skill level, making it easier or harder to play…

Truco can also be played in multiplayer mode via Wi-Fi. It takes advantage of Bonjour, Apple’s technology that lets two devices communicate in a local network with zero configuration. Truco just sees other Truco installed in your friend’s iPhone and they arrange a multiplayer game automatically, it’s so beautiful how it works.

Odasoft is a 3 people company. Tons of years playing video games have help us a lot. We work at our homes during our free time. We are Mac users and nerds. And we just invested our small tiny savings on this project. We love what we do, and that’s the key that let us wake up sunday mornings at 7 AM to start working on this, while most people keep sleeping…

Thanks Gonzalo!