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chillingo posts

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

Apple rejects Unity games on the App Store

Touch Arcade has the news that the long-awaited Ravensword and a number of other games built on the Unity game engine have been rejected by Apple from the App Store. The problem appears to be a number of API calls in the engine (though not specifically the game themselves, as I understand it) that allow the games to access the iPhone's number and send it back to the developer's servers.

Apple considers these to be private APIs, and they also got games developer Storm8 in trouble earlier this week; their games were pulled from the store in response to a lawsuit alleging that they were collecting data from users without their knowledge.

Chillingo, publishers of Ravensword, contacted us about this story, and they said that while the Unity engine does allow developers to use these calls, they did not use them or collect any user information. We're also told that the problem APIs "have been removed," and Chillingo has resubmitted the game for App Store approval.

As I understand it, this is the same type of issue that came up with Google a while back. It's not the same APIs (Google was using the proximity sensor back then), but now as then, it's Apple's call whether they will allow developers to use these private and undocumented calls. Obviously some apps on the iPhone have to access the address book from time to time, but it's Apple's call whether they can use APIs like that or not. This time, it appears, they said no.

Update: Unity has also contacted us, and they say that the engine was updated to Apple's wishes as soon as they learned of the issue. They also would like to point out that while Storm8 did use the same private API calls, they don't use Unity to run their games. Storm8's update on the issue is here.

Filed under: Analysis / Opinion, Developer, iPhone, App Store, iPod touch

HandyGames releases App Store analysis presentation


The folks over at German developer HandyGames originally put together this slideshow presentation for their own internal use, but they determined that it actually could be useful for almost anyone following iPhone releases and their development, so they released it out into the world. And they were right -- there's some good info in here. Basically, they did a survey of the top 20 apps, both paid and free in five different regions of the world on the App Store, and then compared different qualities of all of those apps to see what the most successful apps had in common.

What did they find? Things like the fact that the majority of top 20 apps do not use all caps for the title and use an original IP for their releases. The differences are interesting as well: most paid apps are made by recognizable developers, while most free apps are made by smaller publishers. Free apps receive many, many more reviews than paid apps, though (if I'm reading the presentation right) they tend to be rated lower. Chillingo is the App Store's most prolific top developer, while Digital Chocolate releases games most often, with a full 1.5 releases per week since (I suppose) they started publishing games.

Very interesting stuff, though the numbers still require a little backgound knowledge to deciper (Backflip Studios appears in a few rankings, even though they've only just started releasing games last month -- popular games, but only a few games nonetheless). Cool to get an overall snapshot of the kinds of games that are doing well on the App Store so far.

Filed under: Gaming, Software, Freeware, iPhone, SDK, iPod touch

OpenFeint drops dev fees as Chillingo announces social gaming network Crystal SDK

The social gaming market on the iPhone has taken two sharp turns recently. First up, right after announcing that their system hit a full million users, OpenFeint announced that their social gaming platform has gone completely free for developers. Originally, the SDK was free to download, and then there was a small cost-per-user fee for developers, but with this new change, that cost is gone, and OpenFeint will now make all of their money, as we were told by Peter Relan, from referring users to other games and in-app purchases, and then taking that cut from Apple.

The popular publisher Chillingo has also announced a newcomer to the social gaming scene: they're planning to introduce another system called Crystal SDK, that will presumably both be free to all developers, and automatically included in most of Chillingo's games. Their release specifically tells us that "Crystal is iPhone's answer to Microsoft's Xbox Live," so they're officially throwing their hat in an already crowded ring.

With a million users, OpenFeint is still the biggest network going, but obviously Chillingo believes there's still many more to pick up. Should be interesting to see, as always, what users decide to do.

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

Award-winning board game Zooloretto in the App Store now


Chillingo is not kidding about iPhone releases lately -- it seems like every other day they're premiering a new download in the App Store, for better or worse. Their website calls them "The Leading Publisher of iPhone Games," and it seems like they're definitely pushing for quantity. But there are some good gems in the mix (have you tried Zen Bound yet?), and Zooloretto looks like it might be another. The $4.99US game is based on an award-winning board game in which you have to balance zoo animals of varying sizes with pen space, all while bringing in as many visitors as possible. Like all great board games, it looks pretty simple to start out, but more and more complicated as you go along. And the fact that it's turn-based makes it perfect for the iPhone, when you can play in small spurts and keep a strategy rolling over time.

If there's a drawback, it's that the game might be too simple -- it's meant as a family game, so really hardcore strategy geeks might not find enough here to dig into (it's too bad we haven't seen a quality Settlers port, or maybe even a version of Puerto Rico). And it's too bad there's no lite version to try before you buy. But if you're looking for a nice little strategy game to play around with occasionally, and enjoy a well-designed board game, Zooloretto is worth a look.

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

Zen Bound arrives on the iPhone

This one's impressive -- Zen Bound originally started out as Zen Bondage, a physics game/sandbox where the goal was to wrap a rope around a 3D shape or object. The game has just recently been ported to the iPhone, and in the process has actually been improved -- the graphics look sharper and the iPhone's multitouch controls really add to the tactile experience.

As a "game," it might be questionable -- it looks like there's a lot of fudging in terms of whether or not the rope has "covered" the object, and the scoring system itself is more or less tossed in as just a reason to get you to interact with the objects. But as an app, and a demonstration of the kinds of interactivity that can be exclusive to a device like the iPhone, it comes highly recommended.

Zen Bound is available on the App Store now for $4.99.

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