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Filed under: App Store

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: App Store

KaleidoVid turns your iPhone into a video kaleidoscope

KaleidoVid is the latest app from David Barnard of App Cubby. Working with Layton Duncan of Polar Bear Farm and Dave Keller of rocket, David decided to have some fun and make a "delightful" app. We got to see an early demo of KaleidoVid at Macworld Expo, and have been anticipating its release.

If you played with a kaleidoscope as a kid, you'll be familiar with this app. Instead of mirrors and beads, KaleidoVid makes use of the iPhone's camera. To use it, simply turn it on and point the camera in any direction, then move the iPhone until you find a pattern that you like.

From there, tap the screen to put a snapshot into your Camera Roll, or share your creations with Twitter, Facebook or email. Tap the screen again to resume playing.

it's surprisingly fun and more of a toy than a game (I had to pry it away from my kids). KaleidoVid is available in the App Store now for US$0.99. Check out the gallery below for screenshots and some of my better creations.

Filed under: App Store

Hands-on with Zombie Smash!



I've been playing with a beta of Game Doctor's Zombie Smash! for three weeks now and I can honestly say it's the most fun I've ever had on my iPhone. ZombieSmash! is a "Survival Comedy" game featuring undead-themed castle defense and entertaining, physics-based gameplay. The game casts players as Joey, a lone survivor pit against a herd of writhing, unrelenting zombies. To defeat the undead masses players must use their fingers to flick and smash the zombies until they're un-undead.

The game features six "species" of zombies, each with their own skills and abilities. Picking up and smashing zombies together, or flicking them into the air only to see their bodies crumple on the ground is fantastically entertaining thanks to the rag doll "SplatterEngine" used in the game. In addition to your fingers, you can acquire over 20 special weapons from the in-game store. The weapons can be purchased using the star points that you collect when defeating a zombie. Besides the standard collection of guns, you're able to purchase land mines, grenades, wrecking balls, liquid nitrogen containers, and even a friggin' asteroid.

In addition to the 31-night Campaign Mode, the Endless Siege and Sandbox modes lend towards the re-playability of this game when you just need to do some zombie smashing to relieve your frustrations. The game is also helped by its original soundtrack which was composed by famed game music composer Chris Hülsbeck who scored many Commodore 64 games.

ZombieSmash! goes on sale today for $1.99 for iPhone and iPod touch running OS 3.0.

Gallery: ZombieSmash!

Filed under: App Store

iPhone app ecosystem bigger than Facebook's app space

Last week at GDC, I joked that I really only heard about two things every day: Facebook and the iPhone. Of course, that's because I was mostly there to cover iPhone gaming (and certainly there were plenty of traditional game developers in the house), but those two platforms are definitely the hottest new frontier in gaming this year. Facebook offers a gigantic user base, and the iPhone offers unprecedented access (just $100 and a Mac), as well as a ready-made market place.

But a new report says that there's a clear winner here: the App Store. The Flurry Smartphone Industry Pulse report says that both platforms are growing, but that the iPhone is growing faster, and they cite the App Store's "monetization possibilities" for the reason that Apple's store is now carrying twice as many applications as the Facebook platform. Facebook actually has more users (not surprising, considering it's been around longer and it's free, while you have to buy an iPhone to use its apps), but the iPhone has more developers and more apps available for sale.

The report also looks at "iPhone developer DNA" -- where iPhone developers are coming from -- and it actually seems like iPhone devs are starting out from a good mix of places. Some iPhone developers have traditional development backgrounds, but up to 20% of the developer base is composed of individuals with no past experience. The iPad will probably be a big driver in application development going forward as well. Since its announcement, Flurry believes that the number of "in development" iPhone OS projects started per month has gone up 185%. The App Store is already one of the biggest platforms of the past few years, and it's only going to grow bigger.

[via GigaOm]

Filed under: App Store

5 apps for tracking a package

A few of you recently ordered an iPad. Now, the obsessive calendar-watching begins. How can April 3rd seem so far away? Satisfy your need for up-to-the-second notification of your iPad's whereabouts with one of these package tracking apps for the iPhone and iPod touch.

Delivery Status Touch (US$2.99) is my personal choice. It supports more than 25 delivery services, like FedEx, UPS, DHL, and the good old USPS. Additionally, there's built-in tracking for packages coming from Amazon, Adobe and, of course, Apple.

You can track several packages at once, and the main screen lists each at launch, sorted by color-coded listings. Shipments are accompanied by a big countdown to the delivery date. Once your goodie gets close, you can bring up a map and watch it approach. Finally, push notifications will satisfy even the least patient among us.

Continue reading5 apps for tracking a package

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: Gaming, Software, Other Events, iPhone, App Store

GDC 2010: Canabalt postmortem

"What kinds of games do you like?" Adam "Atomic" Saltsman asked of his panel audience at the Canabalt postmortem during the Game Developer's Conference in San Francisco. "Role-playing" was yelled out, as was "puzzler," and eventually Saltsman picked "platformer" as the genre. Without another word, he quietly went to work on a laptop. Then, his partner at Semi Secret Software, Eric Johnson, took the podium to tell us all about what it was like to make one of the App Store's most popular games.

He started by saying that the game was originally developed in just "five very long days," and was created for the Experimental Gameplay Project and based around simplicity -- it only uses six colors and, obviously, the one button. For a game that's so simple, it actually had a lot of complex influences. It drew from older games, like Another World and Flashback, as well as modern works, like Half-Life 2 and District 9.

Continue readingGDC 2010: Canabalt postmortem

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: Multimedia, Software, iPhone, App Store, Music

Count The Beats: Inspiration... two apps for the musician on the move

Recently I've been preparing to move home and finally did last weekend. Naturally I had to pack up all my musical gear, equipment and of course, my Mac. In the week leading up to the move, I've had my iPhone and nothing else. With no creative outlet and the pressure of looming project deadlines, I found myself scouting the app store for a fix to help me start fleshing out a few creative ideas.

This is what I found that worked well for me.

1. TonePad and TonePad Pro

The iTunes Store describes TonePad Pro as "...the easiest way to make music. Discover the inner musician in you. Create songs by simply touching." And this is exactly what I found. With a 16 x 16 matrix, and an easy-to-use user interface (literally start tapping your fingers and music is made), I found myself coming up with little melodies and tunes immediately. Although you only have the 16 x 16 matrix, to me, what initially seemed quite limiting soon became a boundary for creative focus.

You can save an unlimited number of tunes to listen back to, and upload them to a shared server where your buddies can check out what you've been musing. With the paid version, you can save your melodies into a ringtone that will sync back to your iPhone, too.

2. Flourish

Flourish is something a bit more immersive. While having a steeper learning curve, there's loads more to explore here. The user interface is really fresh and unique (especially for the iPhone), and presents a creative challenge in focusing your composition whilst giving you the space to try different approaches to what you are creating.

Basically Flourish represents musical phrases as physical loops:

-Record loops with expressive multi-touch keyboards.
-Generate percussive and melodic sequences.
-Build arrangements by ear or by eye.
-Select from a consonant collection of instruments.
-Sequence loops by connecting them in chain.

Check out the Flourish website for a few demo clips.

Let us know in the comments below what other apps for the iPhone / iPod Touch, or the Mac, that are inspiring you to make music.

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

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

GDC 2010: Interview with Street Fighter IV producer Takeshi Tazuka

We stopped by the Capcom Fight Club party here at GDC 2010 last night, and in addition to playing the new game, we also got to talk to producer Takeshi Tazuka. Actually, we got to talk to his translator -- Tazuka only speaks Japanese, and I only speak English, so the interview was done with a middleman in between.

But even with the language barrier, we did get some good chat in about the new game, Capcom's future plans for the iPhone, and what Tazuka thinks about making a game like this for the iPad. Read on for more.

Continue readingGDC 2010: Interview with Street Fighter IV producer Takeshi Tazuka

Tip of the Day

Want to create custom shortcuts? Head to the Keyboard Shortcuts tab of the Keyboard and Mouse part of System Preferences to create shortcuts for common tasks that appear in the Services menu. You can also add application shortcuts for tasks that appear in the menu bar of those programs.

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