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AppStories, Episode 375 – Why’d You Download That?

This week on AppStories, we take a look at our latest app downloads on a variety of Apple devices.


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Why’d You Download That?


On AppStories+, I cover is attempts to integrate text-to-speech engines with read-later apps.

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Exploring Apple Jing’an

Source: Apple.

Source: Apple.

Earlier today, Apple announced that its Jing’an store will open in Shanghai on March 21st. Apple’s press release includes several images of the new store, but for more context and an extensive collection of images, you can’t beat Michael Steeber’s Tabletops newsletter.

As Steeber explains:

Apple Jing’an illustrates the idea that good things take time. Years have slipped by since rumors of this store first appeared. Other stores have opened and closed in all corners of the globe, an entirely new retail design language materialized, and the world emerged from the pandemic while Jing’an Temple Square sat dormant. This week, spring arrives. It was worth the wait.

The years that have passed since the Jing’an store project began mean that the underground store is an interesting hybrid of designs found in other landmark stores in recent years. Undoubtedly, the most striking aspect of the new store is that it’s almost entirely subterranean:

It’s only after passing through the portal that the magnitude of the store is revealed. Much deeper and taller than the plaza suggests, entering Apple Jing’an is a bit like discovering a glimmering cavern on a walk around a bluff face. The familiarity of the Apple Retail experience collides with the mystery of a dramatic architectural landmark… underground.

I would love to see this store someday. Elements of its architecture remind me of Apple’s store along the Chicago River, but like all of the company’s flagship retail locations, Jing’an has a unique character all its own.

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MacStories Unwind: A Videogame Doubleheader

This week on MacStories Unwind, spring is in the air, the cicadas are coming, and Federico is teasing a bigger and better MultiButton shortcut. That makes it the perfect time for a videogame doubleheader with Balatro and Final Fantasy VII Rebirth.



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Double Brood Invasion Imminent

MultiButton 1.1 and CAPS

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Building Games for Playdate in Swift

Panic’s Playdate has been in the news again recently. The company has caught up with pre-orders, so anyone can order one, and it will ship within 2-3 days. Also, Lucas Pope, the creator of beloved games like Papers, Please and Return of the Obra Dinn just released Mars After Midnight, a game I plan to dig into this weekend. The Playdate catalog is also running its first-ever sale, but there’s just one day left, so check it out today.

Most recently, I saw Panic’s Cabel Sasser link on Threads to a post by Rauhul Varma on the Swift.org blog. The Playdate’s developer SDK supports Lua and C, and as Varma explains, “the typical Swift application and runtime exceed the device’s tight resource constraints.”

However, Varma, who is an engineer in Apple’s Advanced Prototyping in the Platform Architecture group, had an idea for building Playdate games that would fit on the device:

Recently, the Swift project began developing a new embedded language mode to support highly constrained platforms. This mode utilizes generic specialization, inlining, and dead code stripping to produce tiny binaries, while retaining the core features of Swift…

These defining characteristics make the embedded language mode a great solution for shrinking Swift to fit the Playdate’s constraints.

To demonstrate the approach, Varma shares two games built in Swift: Conway’s Game of Life, which is a sample included in the Playdate SDK, and a Breakout-like game called Swift-Break. For developers who are interested in building games for the Playdate using Swift, Varma’s post includes a detailed explanation of the process, and the code and documentation are available on GitHub.

I love this project because it lowers the barrier to getting started for Swift developers who may not be as comfortable or familiar with Lua or C. I hope this leads to even more great releases for Panic’s awesome little handheld game platform.

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Apple Announces New Distribution Options for iOS Developers in the EU

Apple has announced a trio of additional changes related to iOS developers in the EU where it is subject to the Digital Markets Act. The changes, which are outlined on Apple’s developer website, include:

  • Effective immediately, developers that offer alternative marketplaces will no longer be required to offer apps from other developers, meaning that a company like Meta could open a store with just its apps in the EU.
  • Also effective immediately, Apple has relaxed the requirements surrounding linking out to external webpages from an app. Developers are no longer required to use Apple’s templates, and instead, can design their own interfaces that link out to promotions, discounts, and deals that can be completed outside of the App Store.
  • Later this spring, developers in the EU will be allowed to offer their apps directly from their websites instead of through an alternative marketplace. There are eligibility requirements in Apple’s developer documentation, but this is a significant change that should open up a wider range of storefronts to users.

Whether it’s the result of feedback from developers or pressure from the European Commission, watching the app landscape transformed in very public fits and starts is fascinating.

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AppStories, Episode 374 – Examining Apple App and OS Design Trends

This week on AppStories, we examine Apple’s Sports and Journal apps and visionOS for clues to what their designs may mean for the next major revisions of Apple’s OSes.


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On AppStories+, I tackle whether Federico needs an Apple Studio Display and offer a more portable solution.

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MacStories Unwind: Live MacPad Q&A from the Club MacStories Town Hall

This week on MacStories Unwind, Federico and I are joined by Jonathan Reed in the Club MacStories Discord community for a live question and answer session about Federico’s MacPad setup.




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Emulation on iPhone

Last year I wrote an about retro gaming on iOS. I’ve had a lot of fun playing games on the platform, especially through emulation. Much of what I wrote last year is still applicable today, but I thought I’d revisit the topic with a focus on the state of emulation on iOS and all of the software and accessories you’ll need to get started.

Excellent overview by Mike Rockwell on the different options iPhone users have for running emulators on iOS. I can also recommend the G8 controller, which, as Club members know, I even modded to fit an iPad Pro.

See also: Wulff Den’s video on using the iPhone as a gaming handheld, and Riley Testut’s announcement that AltStore’s MarketplaceKit entitlement has been accepted by Apple in Europe.

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FinanceKit Opens Real-Time Apple Card, Apple Cash, and Apple Savings Transaction Data to Third-Party Apps

Ivan Mehta, writing for TechCrunch:

Apple’s iOS 17.4 update is primarily about adapting iOS to EU’s Digital Market Act Regulation. But the company has also released a new API called FinanceKit that lets developers fetch transactions and balance information from Apple Card, Apple Cash, and Savings with Apple.

If you use an Apple Card and a budgeting and financial tracking app, you’ll know why this is a big deal. I’ve been tracking my expenses with Copilot for over a year now, and I was pleased to see in Mehta’s story that Copilot, along with YNAB, Monarch, have teamed up with Apple to be the first third-party apps to use FinanceKit.

Before FinanceKit, I could only track my Apple Card expenses by importing a CSV file of my transactions one time each month when a new statement appeared in the Wallet app. Not only was that laborious, but it defeated the purpose of an app like Copilot, which otherwise lets you see where you stand with your budget in real-time. The process was such a bad experience that I used my Apple Card a lot less than I would have otherwise. Now, those Apple Card transactions will be recorded in Copilot, YNAB, and Monarch as they’re made, just like any other credit card.

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