Download the new Switched app for your iPhone

Skip to Content

Watch Gadling TV's "Travel Talk" and get all the latest travel news!
AOL Tech

AppStore posts

Filed under: iPad

iPads sent out to select developers, kept under cover for now

Last week at GDC 2010, I talked to quite a few iPhone developers, big and small, and they all told me exactly the same thing when I asked about the iPad: "No, I haven't gotten my hands on one yet." But apparently there are at least a few developers out there who've gotten test models from Apple, according to Business Week, and the requirements that come with them are as strict as you can imagine. There are 10 pages of rules and regulations, and those include that the iPad has to be kept secured to a fixed object in a windowless room, and the company actually requires photographic proof of compliance before they'll actually ship the device out.

Sounds crazy, but clearly there's reasons for such a strict agreement from both sides: developers really want to get a head start on what will surely be a huge market for apps and content starting on the iPad's release, and obviously Apple wants to make sure that the device stays under cover until it releases. You might think that they'd actually benefit from a little exposure, but don't forget: this is Apple -- they depend on the hype and interest that secrecy before release creates. After it comes out, seeing the iPad out in the world will likely sell even more units, but pre-release, Apple's customers are happy to stand in line to be the first to use the iPad.

Of course, this is all from anonymous sources -- it'll be interesting to see if any of these "iPads in the wild" find their way out to the public in the form of pictures or video. Until then, the rest of us (including many developers who've played big parts in building up the App Store to where it is today) will have to wait until April 3rd.

[via Engadget]

Filed under: iPad

Apple is now accepting iPad app submissions


Do you believe in miracles? If you clap your hands, will Tinkerbell appear? Are you willing to submit an application developed solely in a simulator and hope that it will work on real hardware? With real customers? In a real App Store? Well, now is your chance to find out.

According to an email just sent out to devs, Apple is now accepting iPad application submissions through iTunes Connect. You can submit your application today and "receive feedback" on its "readiness for the grand opening."

Simulator-only apps developed with the iPhone SDK 3.2 Beta 5 can be submitted as of today for initial review. Upload your apps by 5pm, Saturday, March 27th, and the App review team will e-mail you with submission feedback about the readiness of your application for App Store distribution. You will also receive information about submitting your apps for final review, before the iPad ships and (for most of us) before we even own hardware.

If you're thinking about waiting: don't. Apple states that "[o]nly apps submitted for the initial review will be considered for the grand opening of the iPad App Store." An Apple spokesman further confirmed that "[W]e are looking forward to having an amazing line up of apps available when the iPad ships on April 3." The iPad App Store will launch at the same time as the iPad device.

Continue readingApple is now accepting iPad app submissions

Filed under: iPad

The differences between iPad and iPhone apps

Here's an interesting post by a blogger named teucher that echoes something we've heard from developers before -- that the iPhone and the iPad will require completely different experiences. When the iPad was first announced, one of Apple's big selling points was that it already had a full library of software ready to go -- any iPhone app could and would easily run on the iPad. That's a huge advantage for any platform starting out. But as time gets closer to the actual device release date, it seems more and more like what works on the iPhone won't do for the iPad and vice versa. Take a look at this screenshot of IM+ for the iPad above -- while the UI elements are the same in general, you can't do a dual pane set of controls like that on the iPhone.

The big question is what this means for development -- originally, Apple sounded like they wanted to just have one App Store that you could install apps to any of your devices from. But since iPad and iPhone development are already diverging so much, it's very likely that we'll see an actual separation in the store. Additionally, as teucher suggests, Apple may need to make a separation between full and minor apps on the iPhone itself -- an app like "Clock" doesn't really call for the whole screen. That's where a widget system might come into play.

It'll be very interesting to see what happens with development and design divergence across the two devices going forward. April 3rd is almost upon us, and even the first few weeks of iPad apps should give us some indication of how the two platforms will relate to each other.

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: Gaming, Software, Apple, Developer, iPhone, iPad

GDC 2010: Ngmoco's Neil Young on how freemium will change the App Store world

On the third day of GDC 2010, Ngmoco's Neil Young took the stage in one of the largest rooms at the conference to talk about what his company had "unlearned" in its time in the App Store. Ngmoco has become a large and polarizing figure in the world of App Store development -- after starting out with a big investment from the iFund, it's moved quickly to become one of the biggest iPhone-only developers, and after starting out with a few premium titles like the very successful Rolando, have recently made waves with its "freemium" business model. Young talked about the company's history so far, and went in-depth on Ngmoco's plan for ruling the App Store and why he believes it's the "most significant shift and opportunity for [game developers] since the birth of this business."

We've summarized Young's long address in this post. It was pretty incredible -- not only did Young lay out his idea of a clear plan for building and developing a large portfolio of very profitable App Store titles "at scale" (the company plans to release twenty new freemium products on the iPhone in the near future, as well as six titles on the iPad), but he made it very clear that he fervently believes that freemium and the model he's structured is the future of the video game business.

Continue readingGDC 2010: Ngmoco's Neil Young on how freemium will change the App Store world

Filed under: Gaming, Software, Internet, Developer, iPhone

GDC 2010: Interview with Keith Lee of Booyah

Booyah is an App Store company with quite a few lessons in its past already. The founders are former developers at Blizzard (they worked on both Diablo and World of Warcraft before setting off on their own), and after their first app, Booyah Society, didn't exactly strike gold on the App Store, they went back to the drawing board on their idea of "real life achievements," and have done much better with their latest app, MyTown -- it's one of the top grossing apps around, with more users and higher engagement than the popular Foursquare.

We got to sit down with CEO Keith Lee for an interview at GDC, and he told us about what they learned from Booyah Society, why Booyah is convinced that real-life social gaming is where it's at, and what they think of the iPad (and what Blizzard thinks of the iPhone). Read on for more.

Continue readingGDC 2010: Interview with Keith Lee of Booyah

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: 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

Filed under: Gaming, Freeware, Developer, iPhone

GDC 2010: Ngmoco previews We Rule and GodFinger

We stopped by Ngmoco's suite at GDC 2010 on the afternoon of the first day of the show, and got a chance to preview two upcoming titles they're working on testing and releasing soon. Both of the games follow Ngmoco's popular (and yet much-maligned) "freemium" model, in which you download the game for free with the option to buy in-game items or currency that can change up or speed your gameplay. Still, while the model might turn some players off, the games we saw were the kinds of games Ngmoco is slowly becoming known for: polished casual experiences that bring an established genre squarely into their business model.

The first game we saw was called We Rule -- it's currently "beta testing" in the Canadian App Store and will be available to users in other App Stores soon. It was described to us as "Farmville meets Age of Empires," but what we saw was much more like Farmville rather than the more combat-based RTS title. The game opens on a screen full of "realms," each one developed and grown by one of your Ngmoco Plus+ friends, and you can zoom into your own to start building it up.

Continue readingGDC 2010: Ngmoco previews We Rule and GodFinger

Filed under: Gaming, Software, Freeware, App Store, iPad

GDC 2010: Real Racing and Flight Control on the iPad with Firemint

We got to sit down with Australian developer Firemint here at the Game Developers Conference 2010 in San Francisco -- it's a mobile game developer who hit it big last year with the very popular iPhone game Flight Control, and while it used to make mobile games for just a handful of larger game publishers like EA, the company is now trying to cement a reputation for making a smaller stable of high quality App Store games. "We like to joke that we went from ten customers to ten million," community manager Alexandra Peters told us.

She also showed us their second game, Real Racing, which has been winning all kinds of awards even in the crowded accelerometer racing game genre, and talked with us both about Flight Control HD (their upcoming "soon after launch" title for the iPad) as well as what's next for the company.

Continue readingGDC 2010: Real Racing and Flight Control on the iPad with Firemint

Filed under: App Store, iPad

eBooks outnumber games in the App Store

The number of eBooks in the App Store has surpassed the number of games for the first time, and the spread is widening. Mobclix, a mobile device advertising agency, reports that as of last month, there were over 27,000 eBook apps while games were relegated to the runner-up position of 25,400 apps. Over the last reported month, new introductions of eBook apps more than doubled that of games (158 eBook versus 71 game apps).

There are a number of reasons being kicked around to explain this phenomenon. It's easier to churn out an eBook than a game app. There are more free eBook than gaming apps, since many of the eBooks are out-of-copyright classics or collections of free content; this lowers the cost of development. Once an eBook engine is built it's fairly trivial to use the framework for another book. Currently there are over 10 times more free eBook apps than paid ones. It's different in gaming where paid apps outstrip free ones by over 2 to 1.
Note: One source contradicts another on the above point, so consider it removed.

These eBook apps will, of course, work on an iPad, but the Apple idea is to have you use one eBook reader and that would be iBooks. Jason Kincaid of Techcrunch, admittedly with no background evidence, posits that there may be an eBook purge coming. It would be very un-Apple to have an iPad owner searching for a copy of Treasure Island, and letting them find over 25 apps with differing interfaces and many of them free.

This could be confusing for new iPad owners, and more to the point, Apple can't monetize it. It doesn't sound unreasonable that Apple will do whatever it takes to make iBooks the eReader of choice at the expense of the plethora of current eBook apps. They will be doing it in the name of providing a simpler and more enjoyable user experience, but of course you can't pocket what you can't sell.

It will be fascinating to watch the eBook market about two months from now, after the first iPads have been delivered, and to see what Apple has planned.

[via The Guardian]

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.

Follow us on Twitter!

TUAW [Cafepress] 

Featured Galleries

DNC Macs
Macworld 2008 Keynote
Macworld 2008 Build-up
Google Earth for iPhone
Podcaster
Storyist 2.0
AT&T Navigator Road Test
Bento for iPhone 1.0
Scrabble for iPhone
Tom Bihn Checkpoint Flyer Briefcase
Apple Vanity Plates
Apple booth Macworld 07
WorldVoice Radio
Quickoffice for iPhone 1.1.1
Daylite 3.9 Review
DiscPainter
Mariner Calc for iPhone
2009CupertinoBus
Crash Bandicoot Nitro Kart 3D
MLB.com At Bat 2009
Macworld Expo 2007 show floor

 

Our Writers

Victor Agreda, Jr.

Programming Manager, AOL Tech

RSS Feed

View more Writers

More Apple Analysis

AOL Radio TUAW on Stitcher