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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: 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: TUAW Business

Need a Mac or iPhone developer? TUAW job boards are here!

Notice anything new at TUAW? We've had our job boards up for a week now, making sure all the tape would stick when new jobs were posted, and I'm proud to say that the doors are wide open for job seekers and for those looking to fill positions. We've got a button up top that'll take you straight to the boards, and on every post there's a handy button (see below) which will start populating with relevant job searches based on the content of our posts.
tuaw job application emurse work employer
Still not convinced? Did I mention that those looking for hires will see their jobs on our boards, on the boards at Download Squad, plus those jobs are sent over to Juju, Simply Hired, Indeed and other job aggregation services. TUAW and Download Squad together serve up over ten million views a month, and serve over a million visitors each month. If you don't think your job posting will get seen, think again. We'll also write up interesting and amazing people and positions right here on the main page of TUAW from time to time, further extending your hiring reach.

If you're looking for developers, designers, Mac sysadmins or just about anything else, stop by the TUAW job boards and give it a try.


Filed under: Analysis / Opinion, App Store, SDK

App Store Lessons: Picking an application name

iPhone developer Dan B. wanted to know if Apple would reject his application based on the name he wanted to use for his app.

So he did what you'd expect a sane developer to do. He wrote Apple. He used one of his technical support incidents to speak with the Apple Developer Technical Support teams and waited for them to reply.

They were quite prompt in answering, redirecting his question to the iPhone App Review Team.

Thank you for contacting Apple Developer Technical Support. We provide support for code-level questions on hardware & software development, and are unable to help you with your app naming question.

Please contact the iPhone App Review Team for assistance. You can contact them directly at [address redacted].

While you were initially charged a technical support incident for this request, we have assigned a replacement incident back to your account.

I hope this information is helpful to you.

So Dan contacted the App Review team. And they wrote back too.

Thank you for contacting the iPhone Developer Program. This email address is for inquiries regarding status of application submissions.

Apple is not able to provide pre-approval to developers for proposed application submissions.

We ask that you please review the Program License Agreement details against the specific application you wish to develop and submit any applications for App Store consideration in line with the application submission processes for the program.

If your application does in fact get rejected by the app review team, then we will notify you on what appropriate corrections/changes should be made.

So what's a developer to do? It seems like the only way to vet an application (let alone an application name) is to submit it and see whether Apple rejects it or not. If the name is used in the application art, you might have to redesign your screens. If the application idea is not okay, you might end up throwing away all your development costs because Apple would not give a preapproval before starting serious development.

Dan's problem reflects a wider problem with Apple's App Store black box. Developers should be able to pay for support incidents for exactly this kind of situation. It appears that Apple does offer this high level of consultation to partners and other companies that they work with (even to the point of having Phil Schiller call Google directly to discuss the progress for the Google Voice app review). Shouldn't they offer a similar kind of service to smaller developers?

Have you been able to get these kinds of answers out of Apple? If so, how did you approach the matter? Let us know in the comments...

Filed under: TUAW Business, Developer

TUAW is now on GitHub

As posting code on the blog can sometimes can get very cluttered, we have just set up a GitHub account for TUAW to make everything better and easier for everyone. This is where you'll be able to find code for our developer-related posts. We'll try to get some projects hosted in there very soon, so don't worry that it's empty now! If you haven't heard of it, GitHub is a hosting site for git revisions, which makes it a great place to host and interact with code of all kinds.

You can find our profile at http://github.com/tuaw today. What would you like to see on TUAW for iPhone/Mac development? Let us know in the comments below!

Filed under: Analysis / Opinion, Odds and ends, Reviews, Developer, iPhone, Graphic Design, SDK, iPod touch

Mega-super TUAW shootout of the iPhone UI sketchbooks

Part of my work requires me to mock up iPhone apps, often to show developers how I would redesign a user interface to work better than something they've come up with. Over the past few months, a number of paper sketchbooks have appeared on the market, all designed expressly for this purpose. I decided to try out all of the sketchbooks that I could find in a cursory Google search, just to see which one would work best for me. Of course, that meant that I had to write a review!

The three products I discovered and tested were App Sketchbook (US$16.99), iPhone Application Sketch Book (US$14.99), and The Developer Sketchbook for iPhone Apps (US$19.99). All of them are designed for the same reason, to let iPhone devs or business analysts describe how they want an application's user interface to look. Follow along as I take a look at these three sketchbooks, as well as a metal stencil template for drawing UI elements.

Continue readingMega-super TUAW shootout of the iPhone UI sketchbooks

Filed under: Gaming, Software, Interviews, Developer

Exclusive from 360iDev: OpenFeint 2.1 released, over 200 games in App Store

This afternoon I had the opportunity to talk to Jason Citron and Eros Resmini of Aurora Feint, the company behind the OpenFeint social gaming platform. At 360iDev, Aurora Feint announced the availability of OpenFeint 2.1 to the developers on hand, as well as touting that over 200 active games using OpenFeint are now on sale in the App Store.

Citron noted that there are about 500 indie developers, like those in attendance at 360iDev in Denver this week, who are working on other gaming titles using the OpenFeint platform. OpenFeint 2.1 is available immediately for download at www.openfeint.com, and information on the open and free business model for the platform is on the site as well.

OpenFeint is being used in some of the top games in the App Store right now, including geoDefense Swarm (which debuted at #2 when it launched), Rope 'n Fly 2 (currently in the top 50), and Apple featured games Unify and Above & Beyond. The platform provides a way for developers to add social gaming elements to their work without reinventing the wheel, as standard APIs are used instead.

TUAW will have more news from 360iDev tomorrow, so stay tuned!


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

In-app purchases not so hot for some developers

PocketGamer.biz has an interesting interview up with Pangea, makers of the iPhone physics puzzle game Enigmo, and they say that so far, their experience with in-app purchases has been pretty lukewarm. The software itself has sold over a million copies, but only a very small number of those customers are going for the in-app purchases -- about 25 per day, according to Pangea's Brian Greenstone. 25 per day may not be bad for a smaller developer, but Greenstone says he "was expecting hundreds."

Why aren't the microtransactions doing so hot? It's going to take time, first of all -- customers need to learn the value of picking up content piece by piece, and developers need to learn exactly how to price and plan the stuff out. On an established download service like Xbox Live, add-ons and content packs have become de rigueur, though some of those battles are still being fought. But on the App Store, not only are prices still up in the air, but in-app purchases are hard to find, and they're all over the map in terms of value versus investment.

Greenstone seems to believe what I'd tend to agree with: that after all of the dust has settled, customers will pay for content that's worth paying for -- he's just given up on worrying about pricing, and is focused on delivering content that's worth whatever he wants to charge. Eventually, both devs and customers will settle on a fair price, and when that happens, I'm sure we'll see some major in-app purchase sales.

Filed under: Accessories, Developer, iPhone

A sketchbook for iPhone apps

Want to sketch out your iPhone apps? There's a notebook for that.

App Sketchbook is a pretty nifty notebook for iPhone developers who want to sketch out their products out on paper as part of the brainstorming process. App Sketchbook has three pre-drawn, full-sized iPhone templates per page with ruled lines beneath for notes. A pixel ruler runs alongside the template. You can use them in conjunction with iPhone UI stencils to get your ideas down on paper.

The App Sketchbook is a wire-bound notebook with 100 double-sided pages. It costs $12.95USD.

Edit (1:30 PST): Apparently make that $16.95USD as apparently the Web site updated right around the time I made my original post. A screencap of the original price is available here.

Filed under: Gaming, Software, iPhone, App Store, iPod touch

Wolfenstein RPG out now on iPhone and iPod touch

Electronic Arts has released the Wolfenstein RPG for the iPhone and iPod touch -- the game is available on the App Store for $4.99 right now. It's based in the world of Wolfenstein, but it's not your normal first-person shooter. Instead, it's actually a mobile turn-based RPG, adapted from an older cellphone platform for Apple's handheld. Considering its origins, the game looks pretty good, and it's got a silly sense of humor as well -- you can read books to gain abilities and power-ups, or play a chicken-kicking minigame. Reviews are pretty excellent on iTunes, so if you're looking for something a little different to play as a role-playing game, it might be worth a look.

Even more anticipated than this game is the Doom RPG, with the same type of gameplay, but set in id software's Doom universe (notable, among other things, for its BFG weapon). Odds are that if this game does well, the Doom RPG (and maybe even Orcs and Elves, originally seen on the DS) probably won't be far behind.

Filed under: Software, Odds and ends, Other Events, Developer, iPhone, iPod touch

iPhone developers: 360 | iDev Conference TUAW reader discount

iPhone developers who weren't able to make it to this year's WWDC are in luck -- the 360 | iDev Conference is planned for September 27 - 30, 2009 at the Curtis Hotel in downtown Denver, Colorado.

The conference is being organized by 360 | Conferences, the team that presented the highly successful 360 | iDev conference in San Jose, CA earlier this year. There's a half-day hands-on advanced debugging session planned for Sunday, September 27th, followed by three full days of sessions by notable speakers such as master iPhone developer Bill Dudney, Phil Libin (CEO of Evernote), and David Barnard of AppCubby.

Conference registration is limited to 400 or so individuals, so if you're planning on attending, it's time to get moving. 360 | Conferences provided TUAW with a special code that you can use to get a 20% discount on registration. Just enter the code phrase TUAWiDevDiscount (case-sensitive) when you register for the conference to receive your discount. They've also provide a discount code (TUAWInMoDiscount) for the InsideMobile Conference planned for this upcoming weekend in San Jose.

With the iPhone app world still showing an amazing amount of growth, this may be the perfect time to build or strengthen your iPhone development skills.

Filed under: Software, Cool tools, Developer

Developer Color Picker: For your pickiest developer

Wade Cosgrove, code ninja over at Panic, has released a freeware Developer Color Picker that helps developers of all stripes pick and paste color declarations for a variety of languages.

Any color picker will let you choose a color from anywhere on your screen, but Developer Color Picker turns that into usable code for your Xcode and web development projects. Developer Color Picker generates code suitable for NSColor, UIColor, CGColorRef, CSS and HTML declarations.

Depending on what you want, you can copy just the value for the color itself, or an entire declaration including the color. Imagine the time you save not having to type UIColor *aColor = [UIColor colorWithRed:0.282 green:0.569 blue:0.894 alpha:1.000]; again!

Developer Color Picker is available on Panic's website.

Filed under: Gaming, Software, Odds and ends, Apple, Developer, iPhone, App Store, iPod touch

Worms for the iPhone submitted to Apple


Everyone's favorite battling invertebrates are coming to the iPhone and iPod touch very soon -- the game was actually announced a little while ago, but Team 17 now says the game has been sent off to be examined by Apple's eyes, and so, as long as it doesn't have any objectionable content (you can't object to exploding sheep, right?), we'll see it up for download very soon.

Exciting. Unfortunately, I'm coming off of a Worms 2 purchase on Xbox Live, so I'll probably be passing on this one, but if you haven't had a Worms fix in a while, the video on the next page shows what Team 17 is saying over on their Facebook page: it's "a full console-style experience," with extra options, including probably the ability to play your own music as you play. Multiplayer will only be pass-to-play to start with (bummer!), but they're hoping to add in both Internet and Bluetooth local multiplay at a later date. And there's no official word on price yet, but we should know it soon: look for Worms on an iPhone near you.

Continue readingWorms for the iPhone submitted to Apple

Filed under: iPod Family, Developer, iPhone, SDK

Developer-to-developer: application sharing for the iPhone simulator

Last week, TUAW showed you how to sign iPhone applications for informal developer-to-developer distribution. That approach lets you share applications between members of the iPhone developer program by using your signing credentials to authorize the application for use on your development units.

iPhone applications compiled for the Intel-based simulator can also be shared between developers. And, since the free developer program offers access to the simulator, the apps can be distributed even more widely than with the re-signing approach.

Simulator testing does not offer the full suite of device-specific capabilities. You cannot simulate the onboard camera or retrieve proper accelerometer feedback. The simulator does not vibrate or provide general multitouch input. (You can pinch, but that's about it.)

The strength of simulator-based distribution is that it lets you send out applications for early testing and feedback. Sim-only tests strengthen the preliminary design process; this approach helps solicit feedback on user interface and general program layout before the main development push gets underway.

Simulator-based apps are easy to transfer and easy to use, cutting out a layer of overhead that's needed for when you go to a full ad-hoc beta.

To distribute a simulator application, go to the Library/Application Support/iPhone Simulator/User/Applications/ folder in your home directory. There you'll find the application sandbox folders that are currently installed for your simulator. Each folder is named with a unique id (i.e. 56E66CE5...DC028F) that does not reflect the folder's contents.

You'll have to peek inside to determine which folder is which.The folder contains the application, and three sandbox directories: tmp, Library, and Documents.

To share a simulator folder compiled for 2.2.1 and earlier, you must zip up both the folder with the application and the .sb (sandbox) file that shares the same name as the folder. 3.0 and later applications do not use a .sb file. Just zip up and share the folder.

Install the shared app by decompressing its sandbox folder (and, for 2.x, its .sb file). The recipient must have installed the iPhone SDK. Drop it into the simulator's Applications folder on another machine and launch the simulator. The app should appear in the simulator, ready for testing.

Filed under: Analysis / Opinion, Odds and ends, Podcasting, Developer, iPhone, App Store, iPod touch

TUAW First Look: A behind-the-scenes peek at WorldVoice Radio

WorldVoice Radio [iTunes link] is a cool little iPhone app that may help do for podcasting what Twitter did for web publishing -- make it easy to send out short, frequent messages. Of course, there's a difference, since WorldVoice Radio does this by letting you publish short podcasts from your iPhone. If you've used Utterli or Audioboo, you have the general idea.

The app, which was created by Kai Cherry and RnSK Softronics, has just arrived in the App Store. Kai is an occasional guest on the TUAW Talkcast, and he asked a few of the TUAW bloggers to join his beta testing team for WorldVoice Radio. (In the unlikely case that you're not familiar with the concept of beta testing, it's about getting a group of users together to make sure that an app is bug-free and functional prior to going to market.) Follow along as I give you a first look at this intriguing app, and as I beta-test WorldVoice Radio.

Continue readingTUAW First Look: A behind-the-scenes peek at WorldVoice Radio

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