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Filed under: Analysis / Opinion, Desktops, Hardware, Software, Developer, iPhone, App Store

MS software architect: Apps don't make the phone

This sounds an awful lot like sour grapes to me: Ray Ozzie, Microsoft's chief software engineer, told a Professional Developers' Conference earlier this week that it wasn't the apps that would make or break the smartphone platforms. Of course, that's what most press and blog outlets seem to be focusing on (maybe because we all already know what the hardware is like -- apps change every day if not every minute, and the hardware only changes occasionally), but Ozzie says customers won't buy a phone for the apps. The biggest apps, he says, will eventually be available on every platform. To put it in as few words as possible, you'll be able to tweet from everything in the future.

And he's got part of a good point there: it's true, the major functionality of "killer apps" will be available across platforms. But Ozzie forgets (or is just ignoring) that that's already the case on desktops. While yes, you could claim that porting to the various smartphones is easier than porting to the various PC platforms, that doesn't avoid the fact that I can tweet, IM, email, browse, edit photos and movies, and do whatever else I want on both platforms as well. And for some reason (ahem, the hardware and the way both software and hardware are designed), I'd rather do them on the Mac. People love their iPhones not just for the apps but for the way it fits in their hand, and how just plain slick it is.

That's not to say that the smartphone platform war is over -- no way, it's only beginning, and we consumers will take innovative ideas wherever we can get them. But Ozzie saying the apps don't count (and echoing his fellow Microsofters in trying to separate Apple from their software strategy) seems to mean that even he thinks he's already lost that race -- they certainly do play a large part in which platform consumers eventually choose.

Filed under: Software, Freeware, Developer

Chrome for Mac due in December?

I sure thought Google Chrome was already out for Mac, but apparently that was just a developer preview -- they haven't yet done an official release (it's been a tough road to travel, I guess). But the wait is almost over, according to Mashable.

They've spotted a message on a developer list that hints at a beta release as soon as this December, assuming the extensions team gets their BrowserActions ready, the code clears the appointed timelines, and the stars align over the Pegasus constellation in the fifth quadrant. (Can you tell I don't know anything about what it takes to ship a new browser? Or, for that matter, about astrology?)

But I do know something about using browsers, and it'll be nice to finally have an official version of Chrome to run on the Mac. There have been a couple of unofficial attempts at getting the base software running, but especially since I plan to use more and more of Google Wave, being able to run it in the "official" Google browser will be nice.

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

Gamesalad offers $99 iPhone game publishing

We mentioned Gamesalad's plans to bring their publishing system to the iPhone earlier this year, and now they've done it: for $99 a year, they say that you'll be able to design games on their game creator development tool, and then publish them straight out to the iPhone's App Store. If you don't want to bother publishing the games yourself, you can create them and have them "viewed" through the Gamesalad Viewer (which we couldn't find on the App Store quite yet), or you can export them out as full applications and publish them as your own iPhone apps (Flutterby is in the store right now as an example of a Gamesalad Creator game).

There's also a $1999 membership service that lets you customize every aspect of your games, and provides you with direct customer support, which is supposed to be for "elite users" (like, we guess, actual game companies). And truthfully, I've developed a few apps using just Xcode, and it's not too big a deal (though I've never had to go through an actual release or worked with end users, which I'm sure is most of the battle anyway). But if the thought of using professional coding tools to develop your little game idea sends you into panic attacks, and the Gamesalad creator seems more your speed, this might be a nice viable way for you to turn your gaming idea into App Store gold.

It costs nothing to download and try out the creator, so if the idea interests you, you can work on putting a game together, and then pay later when you decide you've got something you want published on the iPhone. And hey, if you do put a game up, be sure to send a tip and let us know -- we'd love to see the end products of this process.

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: 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: Other Events, Developer, iPhone

TUAW Live from the 360iDev Denver iPhone development conference


About a month ago we reported that the 360iDev conference was going to be held in Denver, Colorado. The event is now underway, and since I happen to live in the area, I'm attending the event that's billed as the premiere iPhone developer conference in the world.

There are certainly a good number of iPhone developers on hand -- Tom Ortega of 360|Conferences, the group that's running the event, mentioned that the registration was at 225 developers, more than attended the last event in San Jose, CA.

The sessions last for the next day and a half, and there are plenty of opportunities for developers to learn, meet, and party. Stay tuned to TUAW for short interviews and more info from 360iDev.

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

Gamesalad aiming to bring their development system to the iPhone

Here's yet another interesting take on the burgeoning App Store environment. A company called Gendai Games has a game creator IDE/app called Gamesalad, designed to let you put together rapid prototype-style games for the Mac. They've been doing this for a while, and they even let you export your games out to the 'net using an online portal. But here's the kicker: they're also planning to let you take those games right out to the iPhone.

Their roadmap page talks about
downloading to a test iPhone straight from a Mac, but presumably, they'd either have their own app on the App Store in which you could play your games, or even output it to some sort of wrapper app that you could then release on the App Store yourself. Their press release says they will allow for games "to be sold and marketed on the App Store," and that seems to us like there's compensation involved somehow, either through their portal, or through Apple's setup.

Very interesting. Unfortunately, most of this is forthcoming -- their development environment is available for a free download right now, so you could start working on creating your masterpiece right away if you want, but you'd have to wait until sometime "in the next few weeks" to see what iPhone features they have planned. Part of the iPhone's draw as a programmer's platform is that it's relatively easy to develop for, and an environment like this promises to make it even easier and more accessible. Whenever you have a low barrier of entry to development, release, and sales, you end up with two things: a market possibly flooded with junk, but on the other end, lots and lots of creativity.

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

Namco's iPhone division considering... Tekken?


Actually, I'd play that. Namco recently announced that they were forming an Apple Games division to head up game development for Apple platforms like the iPhone, and in this interview, a producer for them who used to work for Apple says that they're excited to work on bringing great games to the handheld device. Like, for example, Pac-man, Galaga, and... Soulcaliber and Tekken. You heard that right -- fighting games haven't exactly made a splash on the iPhone, as they're primarily a button-based genre, and the iPhone, of course, has no buttons.

But that won't stop Namco's guy from putting the old head gears into motion: "It's just the controls that are a challenge. We are thinking about that." Think away, crazy man -- I'd love to pull out Yoshimitsu for a few rounds while waiting at a bus stop. Obviously, the easiest way to try and port these would be to put overlaid buttons on the screen, but that doesn't leave a lot of room for the fighting (and not having the tactile feedback would probably be a problem as well). Maybe some gesture-based accelerometer movement? Sky's the limit, right?. Your call, Namco -- can't wait to see what you come up with.

[via Joystiq]

Filed under: OS, Other Events, Developer, Deals, iPhone, iPod touch

Get your TUAW discount to the Voices That Matter: iPhone Developers Conference

Addison-Wesley Professional, the publishers of many books on both Mac and iPhone development, is hosting the Voices That Matter: iPhone Developer's Conference October 17 and 18th in Boston. TUAW wants to make sure that the budding iPhone devs in our readership are able to attend the conference, so we have an exclusive discount code for you to use when you register.

The conference is focused at experienced Mac developers who are looking for a quick way to get the skills required to build, test, and distribute iPhone and iPod touch apps. The speaker list for the conference is impressive and includes:
  • TUAW's very own Erica Sadun (Conference Program Chair)
  • Aaron Hillegass, author of Cocoa Programming for Mac OS X (Keynote Speaker)
  • Mac and technology pundit Andy Ihnatko (Keynote Speaker)
  • Peter Bakhirev
  • Lee Barney
  • Erik Buck
  • Bill Dudney
  • Dan Grover
  • Daniel Jalkut
  • Steve Kochan
  • Bill Licea-Kane
  • Mike Morton
  • Jonathan Rentzsch
  • Fraser Speirs
  • August Trometer
  • Marcus Zarra
TUAW readers can save $150 on their conference registration by providing the special priority code PHNTUAW when registering. If you register before September 12th, you can combine your TUAW discount with Early Bird pricing and save a total of $350.

The iPhone app market is still going strong even in this execrable economy, so this is a great opportunity for Mac developers to get the smarts to make the leap to the iPhone market.

Filed under: Gaming, Software, Odds and ends, Developer, iPhone, App Store, SDK

Scoreloop introduces Scoreloop Community for the iPhone

We've talked about OpenFeint quite a few times on the site before (and even interviewed the creators), but while they're definitely one of the biggest names in creating gaming communities for the iPhone, they're not alone. A company called Scoreloop has today announced a service called "Scoreloop Community," made up of two different features: a web presence, and a downloadable application for the iPhone that hooks right into other developers' games and apps and allows players to create avatars, view friends and their activities, and share challenges and high scores with others. Just like OpenFeint, Scoreloop says they're offering an easy-to-implement solution for push notifications, letting players send and receive messages (as well as promote and encourage usage of games in the service) and earn achievements and tokens.

Of course, the real test for services like this will be in the implementation -- while OpenFeint claims a nice stable of developers, we still haven't seen too many apps take advantage of the latest and greatest versions (Pocket God is an extremely popular app that has implemented OpenFeint, but they use an older version of the software that doesn't have nearly as many features as the latest). Scoreloop says they've got over 50 game commitments from third-party developers already (it sounds like Zombie Pub Crawl is their biggest title yet), but even then, it remains to be seen exactly how devs will implement their functionality, and how players take to the service.

If you're a developer looking to implement push notifications and social challenges and networking in your app, it seems that there's no shortage of companies willing to step in and help you do exactly that (you can download the free SDK, if interested, on Scoreloop's site). But in terms of how consumers view and will use these networks, it's still a very wide open field.

Filed under: Analysis / Opinion, Software, Cool tools, Internet Tools

From Firefox to Safari (and back again)

I realize I may not be your average browser user. As a web developer, a browser to me is two parts daily use, two parts testing, and one part challenge. Since 2005, I've been using Firefox in some form or fashion as both my primary browser and as a testing vehicle.

I had recently started a JavaScript-intensive project, and I appreciated Safari 4's lightning-fast JavaScript execution speeds. In Firefox, I rely mostly on add-ons like Web Developer and Firebug to help me analyze and test for mistakes in websites I build in Firefox. They work great, but enabling them slows the browser down.

That's why I was excited for the updated Web Inspector that comes as part of Safari 4. (Yes, Safari 3 first came with Web Inspector, it couldn't hold a candle to Firebug's Swiss Army knife of an add-on for Firefox.) Testing was easy, and Safari 4's Web Inspector's many improvements made me think I could migrate to Safari full-time.

Read on to see how it went.

Continue readingFrom Firefox to Safari (and back again)

Filed under: Analysis / Opinion, Odds and ends, Books, Developer, iPhone, App Store, TUAW Bookshelf

TUAW Bookshelf: Inside Secrets to an iPhone App

Many TUAW readers have probably bought an iPhone app and had the thought "I could do better than this!" go through their minds. Sometimes you're wondering when someone else is going to write an app to do just the thing you want to do with your iPhone or iPod touch.

Carla Kay White was one of these people. She had an idea for a "Gratitude Journal", where you keep track of the everyday things you're grateful for. It's a great concept, and it can keep your spirits up when a prescription antidepressant fails you. Carla was writing her gratitude into a paper journal when she realized that her iPhone was just the platform for this tool. One problem, though – Carla didn't have any iPhone programming skills.

What she did have was a good idea, a background in project management, and some minor funding to bring her concept to light on the iPhone. Inside Secrets to an iPhone App is a short (88 page) tome that not only tells the story of how she brought Gratitude Journal (click opens iTunes) to market, but how anyone with an idea for an iPhone app can do the same.

Continue readingTUAW Bookshelf: Inside Secrets to an iPhone App

Filed under: Analysis / Opinion, Software, Odds and ends, Developer

The iPhone is a platform for coding newbies

I love hearing this about the iPhone: the San Francisco Chronicle has a piece about how Apple's little revolutionary telephone has brought a whole new crop of programmers into the development mix. People who had never before looked at code or considered writing their own applications are getting ideas about how to make better software, picking up Cocoa and Xcode books, and going to town. And strangely, we might actually have fart apps to thank for this -- people aren't just seeing the iPhone as an innovative platform, but they're seeing the App Store as an "anything goes" environment, where even their silly little idea might work.

I don't know if we can pin all the credit for the burgeoning iPhone development scene on fart apps and the impression that even a monkey can make bestselling iPhone software (certainly Apple has set the bar and price for entry pretty low, both with the extremely cheap $100 fee for a developer account as well as the high quality Xcode software that comes on every Mac), but there is definitely something in this little device that's driving people to try and create their own software for it.

Oh, and the money probably helps, too. Still, whether people are taking up iPhone development because they want to make millions or are just looking for another hobby, it's us, app consumers, who will benefit.

Filed under: Analysis / Opinion, Gaming, Software, Odds and ends, Developer, iPhone, App Store

iQuarterback 1.1 from former Ensemble Studios devs


The folks at FuzzyCube Software dropped us a note that their first game, iQuarterback, is in the App Store now, and it looks all right -- rather than actually quarterback a game, you mostly just try to hit passing targets. And while the game is pretty barebones right now (it's only 99 cents, and they're planning to add new modes to it in the next version), the most interesting thing about the game isn't what it is, but who's making it: the guys behind FuzzyCube are a few refugees from Ensemble Studios, the legendary developer of Age of Empires that got shut down by Microsoft on the eve of their recent Halo Wars release.

Now that's interesting -- a big time studio forced to close by their corporate overlords is finding new life in iPhone development (FuzzyCube isn't the only studio to come out of the Ensemble breakup -- Robot Entertainment, Bonfire Studios, and Windstorm Studios are all being started by ex-Ensemble employees right now, though FuzzyCube is the only group to have released a game so far). Lots of game developers are facing a crunch right now, and with the iPhone easy and cheap to develop for, we might see even more of these former larger game devs turn to the smaller screen.

Update: My apologies to the folks at Newtoy -- they are apparently the first Ensemble refugees to have released an iPhone game, dropping Chess with Friends in the App Store last December. But the point stands: bigger studios who've been asked to dissolve can seemingly find a nice place developing for the iPhone.

Filed under: Features, How-tos, Developer, iPhone, iPod touch

iPhone Dev 101: Creating Xcode projects, brief Xcode UI overview


In our last iPhone Dev 101, a continuing series on iPhone development, we talked about resources that you can use while you are coding with Cocoa. In this dev post, I'm going to walk you through Xcode and creating your first project.

First we need to open Xcode, so once you have the SDK installed, you'll need to open /Developer/Applications/ and look for Xcode.app. This is Apple's IDE (Integrated Development Environment) that allows you to code, debug, test, and build all of your iPhone and Mac applications. When you open this application, nothing specially really happens, although you might see the welcome center -- if you see this, you can choose to disable it at startup by using the check box at the bottom.

To create a new project, select File > New Project. In the resulting window select iPhone OS Application > View-based Application, and click "Choose." You will then need to specify a save name and location for the resulting files that will combine to create your application. In the resulting Xcode window, you should note that most of the work is already done for you!

At this point you have a fully functional application. Try it out: click the "build and go" button at the top of the window and wait while the app is compiled and opens in the iPhone Simulator. The app definitely doesn't do much, but still, it's a running application you made without writing any code.

Continue reading to learn more about Xcode, and get a brief UI overview.

Continue readingiPhone Dev 101: Creating Xcode projects, brief Xcode UI overview

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