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Filed under: Cool tools, WWDC, iPhone, iPod touch

WWDC Demo: Dive Log, Trimix and Nitrox for iPhone, iPod touch

Living in a landlocked state I was never much of a diver. But if you are an active SCUBA diver, you may find Dive Log (and companions Trimix and Nitrox) useful. Dive Log (iTunes link) does what you'd think: it logs your dives. If you've never been diving this may seem trivial. Dive logs, however, are far from trivial, as they contain crucial data related to dives -- like how much weight you added to your belt in a given location. Dive Log will import/export your data in UDCF format, and offers full sync with Diving Log 4.0 (unfortunately only on Windows). Plus, the developers have a free app for backing up your logs, and you can import logs from MacDive.

Nitrox Tools and Trimix Tools (both iTunes links) are more specialized diving apps for the serious SCUBA guy or gal, who may mix their own tanks. I'm certainly not one of them, but the tools look sufficiently hardy for those folks, plus there's an online version of Nitrox here (for Safari) that will give you a taste of the app's capabilities.

Filed under: WWDC, iPhone, App Store, iPod touch, App Review

WWDC Demo: iTreadmill



iTreadmill (App Store link) is a pedometer app for your iPhone or iPod touch. I spoke with the developer, who demoed the app for us at WWDC. It looks nice, appears to perform well, and features a respectable number of ways to customize and tune the readings. Pedometer apps may not save the world, but if you're looking for something much less expensive than the Nike+iPod device, this will do in a pinch. There's also a Lite version (App Store link) if you want to try it yourself.

Filed under: Software, WWDC

Devs at WWDC: Show us your apps!

Are you attending WWDC? Do you have a Mac desktop or iPhone app you'd like to show the world? Well join TUAW on June 11 at the Metreon (the big silver building right next door to the Moscone, where Jillian's is housed), where we'll have a camera ready for your close-up. We'll have a small table near the movie theater, next to the sunglasses shop -- look for this guy (me). I'll be there from 10am to 2pm PST.

So far we've seen some really good stuff here at WWDC, although we can't talk about some of it just yet. But if you show us your app, we'll put it on TUAW over the coming weeks.

Don't forget to follow tuaw_wwdc on Twitter for the latest on where we'll be, just in case you miss us tomorrow.

Filed under: Retail, iPhone

iPhone 3G demo units are going, going....

Clayton Morris noted on his blog Sunday that iPhone 3G demo units have been removed from display at his local Apple store.

While it is not uncommon to see one or two displays missing for various reasons, Clayton noted that there were at least nine units missing from the main iPhone display tables. Couple this with reports from some Apple stores that they have additional staff scheduled for the next couple of weeks (starting today), and you have some pretty good signs that the new iPhone model might just be available today.

[via AppleInsider]

Filed under: Analysis / Opinion, Gaming, Software, Developer

Sway releases a free version


If you haven't yet tried Sway, the game from Illusion Labs and ReadyFireAim, now's the perfect time to do so. They've released a free version of the game that limits you to three levels and just two characters, but it's enough to try out the really unique control scheme. Back when I first posted about the game, I hadn't tried it yet, but it's now been on my iPhone for about a month, and it's excellent. Each of your thumbs is a "hand" on your characters (i.e., to grab something with your left hand, in game, you just touch your thumb to the left side of the screen), and then once you've grabbed something, you can swipe that thumb back and forth to sway the character around. It gets pretty complex, but practice makes perfect, and a few stages in, you'll be swinging from grip to grip with the greatest of ease.

The full version still costs $4.99, and if you enjoy the free version, I highly recommend it: there are many more characters that you can pick up and choose from, and the stages actually get really tough, as there's a lot of precise swinging that you'll have to do to explore the whole area and find everything there is to find. Sway might be a sleeper hit for the iPhone -- it took me a little while to figure it all out, but once I did, I found a control scheme that's delightfully original. If you haven't tried it out yet, definitely take advantage of the free version.

Filed under: Analysis / Opinion, Software, Apple, iPhone, App Store

App Store: "Demo" no, "Lite" yes

Our dear friend Erica Sadun has outlined one of Apple's more sticky App Store policies over at Ars Technica. There's been a lot of customer pressure, as we've said before, to put "try it" versions of apps on the App Store, and quite a few developers have done exactly that, by releasing a "Free" or "Lite" version of the paid app along with the real thing. But Apple has some pretty strict rules about doing so: every app on the store needs to be fully functional and stand on its own. You can leave out some levels of your game, for example, but you can't put a timed limit on it or remove features that are central to the app itself.

Of course, there's a grey area there -- what features are central to the app, exactly? But Erica boils it down to words: putting "Lite" or "Free" in the title are fine, but releasing "Demo" or "Beta" versions are not.

It's too bad Apple hasn't fleshed this out more -- everything we've heard about how people are buying these apps shows that if customers have a chance to try the app, they're much more likely to spend money on it later on. But right now, developers have to keep up two different versions, and they have to dodge the pitfalls of deciding what goes in each one, while keeping them both "fully functional."

Filed under: Macworld, Portables, Apple History

Phil Schiller's death-defying stunt at MWNY '99

Everyone in the Apple community is eager to see Phil Schiller deliver tomorrow's keynote address at Macworld Expo. While we're uncertain as to what he'll do, we know that he won't be leaping onto an inflatable mattress while holding a laptop. Because he's already done that.

At Macworld Expo '99 in New York City, Phil demonstrated a Tangerine iBook's wifi capabilities and accelerometer by falling from a significant height onto a small mattress below, thus ushering him into "The Demo Hall of Fame." It might not have been the Mother of All Demos, but still pretty cool. Way to take one for the team, Phil!

Click below to watch the video.

[Thanks to the folks at thinkingbricks for pointing this out]

Continue readingPhil Schiller's death-defying stunt at MWNY '99

Filed under: Hacks, Found Footage, iPhone, iPod touch

Found Footage: First game demo for iPhone video-out



Around here, we used to call her "the unstoppable Erica Sadun" -- well, not to her face, but sometimes when she wasn't paying attention. The Queen of the iPhone Hackers has leveraged the undocumented video-out features in the iPhone 2.2 SDK, in cooperation with the clever folk at Freeverse Software, to produce the first playable demonstration of an iPhone game that displays on an external monitor. The one-off build of Moto Chaser plays best on a 2nd gen iPod touch (since it's got the fastest base hardware) and uses the device accelerometer for steering. On an HDTV, it outputs a respectable 20fps at 640x480.

Erica's post at Ars goes into the details of the work that Bruce Morrison and his team at Freeverse did to bring this custom build to rapid fruition, and it notes that this is in no way a product at this point; it's just a tech demo, although an impressive one. I had the opportunity to see this build in person earlier today at Freeverse's offices, and the surprising thing is how natural it seems to use the iPod touch as a game controller for big-screen play. With a less-intensive offering (a quiz or music guessing game would be ideal) and a design that takes advantage of the iPod's screen for simultaneous content display... well, I'd be game for that.

Video embedded in the 2nd half of the post. Check it out, and let us know what your dream game would be for a video-out setup from your iPhone or iPod touch.

Continue readingFound Footage: First game demo for iPhone video-out

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

How to sell an iPhone app for $9.99

Marco over on the Instapaper blog (which, of course, is the blog of the app Instapaper), posted a really interesting commentary recently on a subject we've been following since the beginning: App Store pricing. As we've said before, it's a strange thing -- developers want higher prices so that they can put more effort into making iPhone apps better. But customers have a perception already that anything above $5 in the App Store just isn't worth it.

So Marco offers his take: he's been selling an app in the store for $9.99, and it's going just fine. He has tips for how developers can sell their own apps for a higher price, and he settles on some good compromises for everybody: deliver a real value with your app (as economists know, an app is worth what people are wiling to pay for it, so if you produce an app that is worth $10, people will happily spend that much). Respect yourself as a developer, and don't cower to cheapskates (some people won't be happy with anything, even when it's free). And perhaps most importantly: offer a free version.

That last one may be the key -- our own Michael Rose was sold on Instapaper only when he tried it out. More and more, I'm thinking that it was a major mistake on Apple's part not to allow developers to easily offer demos and upgrades in the same app -- people are willing to spend money on an app that's worth it, but not if they aren't sure, and trying it goes a long way to making sure. I'm not in favor of app store developers banding together to raise prices, but Marco is right: if you make an app that's worth $10 and put it on the App Store for $9.99 (with an easy way to demo it out), people will come and buy it.

Filed under: Gaming, Retail, Software, Odds and ends, Apple

Apple to show off THQ's De Blob at Apple Stores


The good folks at THQ just dropped us a note that they've signed a pretty big deal with Apple -- their game, De Blob, which I played at E3 and previewed for Joystiq (and talked with the creator for TUAW), will be installed on in-store iPhones as a demo game. They say that the game's use of the accelerometer and solid 3D graphics (you use the accelerometer to bounce a little blob around a 3D world and paint various buildings in the environment) was what brought Apple to choose the game as a software demo for their handheld.

The good news is that De Blob is a quality game, but the bad news is that it's from a large developer like THQ -- Apple has shown a bias in their official outlets for larger companies like EA, and it's disappointing to see that when lots of the best games on the store are coming from much smaller developers. On the other hand, to their credit, Apple has occasionally passed the spotlight to smaller devs, so hopefully this won't be the only game to ever see a demo in the brick-and-mortar stores.

And the other good news here is the Apple seems to finally be giving gaming a space in their marketing, if not in their culture as a whole. For a long time, gaming has had to take a backseat at Apple, but the recent push behind the iPod as "the funnest iPod ever" and these in-store displays point to an Apple that finally recognizes how widespread especially casual gaming has become and how important it is to selling computers nowadays.

Filed under: Gaming, Software, Video, Odds and ends, iPhone, iPod touch

Freeverse has a 30% off sale, cuts prices of iPhone apps

Our good friends at Freeverse are having a 30% off sale, one of their biggest lately, this week on almost everything in their catalog, from the tower defense game Horde of Orcs to the award-winning Lineform. The sale lasts through October 7th, and to get the discount, just put "MONTYMAIL" in as a coupon code during checkout. If you've been thinking about picking up one of their apps or games, now's the time.

Unfortunately, none of the discounts work for any of their iPhone apps, but they did just drop the price on MotoChaser, one of the best accelerometer racing games available (and featured in the commercial above, on the "funnest" iPod ever), down to $4.99. It's too bad that there's no demo available, but I can tell you that as these accelerometer racers go, it's a good time.

Filed under: Apple Corporate, iPod Family, iPhone

Found Footage: iPhone clone demo video


If you are in the market for a non-iPhone cellphone that has the features/look of an iPhone, then look no further than this iPhone clone. Unlike the Instinct, this cellphone could very well be the real iPhone killer. According to Electronista, the device could be running a hacked version of Windows Mobile, however, it mimics most of the iPhone's features, right down to the music player. Either way, it's still fun to watch, and to see how long Apple takes to sue them.

[via Electronista]

Filed under: Analysis / Opinion, Gaming, Software, iPhone

Multitouch, multiscreen iPod touch Pong

Oh my. Still need convincing that the iPhone/iPod touch is the greatest gaming platform ever made? Then check this video of a couple Japanese researchers playing a game they claim to have put together "in about an hour": multiscreen, touch-based Pong.

On first glance, it looks like the game is even checking orientation of the iPods, but if you watch it a little further, when things go faster, you can see that it's actually just pushing the ball from screen to screen as it leaves. Still, if nothing else, a quick demo like this shows that multiple Touches (via a certain website, or on the same WiFi network, maybe, or -- hopefully -- just in close proximity to one another through Bluetooth or another protocol) can easily be made to connect multiplayer gamers.

As a demo, very nice (and it seems fun as a game as well). Can't wait to see a full-featured game that takes advantage of all of the iPhone's connectivity options.

[Via Waxy]

Filed under: Analysis / Opinion, Gaming, Multimedia, Software

Penny Arcade's On the Rain-Slick Precipice of Darkness releases


Yes, that is the title. Penny Arcade's game has been released, and is now available for sale or demo over on the Greenhouse site. What's perhaps most amazing about this game is that on Tuesday, developers Hothead Games released the thing simultaneously on as many platforms as they could, including PC, OS X, Linux, and even the Xbox Live Arcade. That in itself is almost admirable enough to pick it up on principle alone.

But is it any good? Reviews have been middling, though word on the street says that if you're a fan of the webcomic, you'll probably enjoy the game. Jerry Holkins, writer of both the comic and the game, spoke with our sister site Joystiq about the grueling process of putting it together, and gameplay is basically a mix of old-school RPG, Call of Cthulu, and Sam & Max. Play, in other words, at your own risk.

Or just try the demo. The game itself is only $20, but it's the first of four episodes, all priced that way, so it might be pretty costly by the end. Still, especially if you're a Penny Arcade fan, it's worth a look. And any developer that goes multi-platform including OS X on day one, complete with demos, gets a TUAW salute from us.

Filed under: Gaming, Software, Odds and ends, Developer

Torque Game Builder 1.7 helps indie game developers

Good news for indie game designers on OS X -- GarageGames has released version 1.7 of their Torque Game Builder, which allows programmers to create games for almost any platform from within an OS X interface. This latest release improves the editors for link points and collision polygons, as well as a new editor for vector objects and new t2dSceneObject methods. If you know what all that means, then you could probably program a better game than I could.

But the good news here is the one of the cheapest and best tools for game developers is now better than ever. Demos and trials of the tool are available on GarageGames' site, and licenses are as cheap as $100 for independent game developers. You've got the tools-- now go make us some great Mac games!

[Via Macminute]

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