Federico Viticci

10861 posts on MacStories since April 2009

Federico is the founder and Editor-in-Chief of MacStories, where he writes about Apple with a focus on apps, developers, iPad, and iOS productivity. He founded MacStories in April 2009 and has been writing about Apple since. Federico is also the co-host of AppStories, a weekly podcast exploring the world of apps, Unwind, a fun exploration of media and more, and NPC: Next Portable Console, a show about portable gaming and the handheld revolution.

Remaster, Episode 28: The Current State of Games on the iPad

The gaming scene on iOS is a vibrant place, but what about the iPad specifically? Is the App Store the right market for games on larger screens? Where are all of the tailor made gaming experiences?

On this week’s Remaster, we take a serious look at the state of gaming on the iPad, including the future of console-quality games for iOS and developers’ relationship with Apple. You can listen here.

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Making More Outside the Mac App Store

After seeing the results of Kapeli’s exit from the Mac App Store, Rogue Amoeba’s Paul Kafasis compared sales of Piezo from the Mac App Store and their direct web store as well:

After seeing Kapeli’s chart, I was curious about the App Store’s impact on Piezo’s sales. The restrictions and limitations of the Mac App Store ultimately led us to remove Piezo on February 12th, 2016. We’ve now been selling it exclusively via our site for a year. This has provided about as perfect a real-world test case as one could hope for. Piezo’s removal came with minimal publicity, the price has remained constant at $19, and we’ve had no big updates or other major publicity for it in either 2015 or 2016.

His conclusion is perfectly reasonable:

In our case, however, it’s clear that we were serving Apple, rather than Apple serving us. By removing Piezo from the Mac App Store, we stopped paying a commission to Apple for the many customers who had found Rogue Amoeba on their own. Better still, we were able to improve the quality of the product while simplifying our work considerably. Ultimately, that alone was enough to convince us that leaving the Mac App Store was the right move. The subsequent revenue increase we’ve seen is merely a nice bonus.

At this point, I don’t understand why any independent developer would want to sell apps exclusively through the Mac App Store. The lack of meaningful improvements since 2011 don’t justify Apple’s high commission anymore. The Mac App Store has always been a second-class citizen; today, Mac developers like Rogue Amoeba are better served by controlling their own destiny.

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Member Requests

Question: I drop my son off at daycare each weekday morning, though the times vary. I usually send a message to the centre when I’m within 5 minutes (usually when I stop at the Drive Thru for a coffee) of my arrival. I do the same when picking him up. Is there a way to...


Archiving The New Yorker’s Cartoons in Apple Notes

I recently subscribed to The New Yorker (I’m a fan of the publication’s approach to longform reporting and storytelling), and I realized that I wanted a way to easily archive their fantastic cartoons in Apple Notes. I like using Notes for reference material such as screenshots and PDFs, but The New Yorker’s cartoons are...


Converting Multiple Currencies at Once with Soulver

This is a quick tip for Soulver, the excellent free-form calculator for Mac and iOS. I recently remembered this feature was supported by the app, and it came in handy this week as I had to reconcile multiple transactions from different currencies into a total amount in EUR. Soulver allows you to write a...


Q&A

Question: If you were setting up something like MacStories today, would you use Medium, WordPress, Squarespace, or something else? What if you had limited coding ability? (Anonymous)

I would still go with WordPress because of the extensible nature of the platform and amount of resources available online. I’m a big believer in controlling my...


Workflow 1.7 Introduces Magic Variables for Easier, More Powerful Visual Automation

Magic Variables in Workflow 1.7.

Magic Variables in Workflow 1.7.

At its core, Workflow is a visual programming app that deals with variables. Data flows through actions and is altered by the user until it has to be stored in a variable – a local reference that can be recalled in subsequent steps.

Since the app’s original release, the Workflow team has done a commendable job at abstracting the complexity behind variable creation and management, but the feature itself is a vestige of traditional programming languages. The manually-saved variable is fundamentally ill-suited for Workflow’s visual approach predicated on direct manipulation of actions. Workflow revolutionized several automation concepts, yet it was always anchored in the common practice of declaring variables between actions.

For the past year, I’ve been lamenting the sluggishness involved with setting variables and extracting additional details from them. Anyone who’s ever created complex workflows has likely come across the same problem:

  • There’s a “master variable” that contains rich metadata (such as an iTunes song or an App Store app);
  • You want to extract details from the master variable – e.g. an app’s name, icon, or price;
  • Each of the variable’s sub-items has to be extracted by repeating a combination of ‘Get Variable-Get Details of Variable-Set Variable’ over and over.

Not only did this limitation make workflows slower to create – it also made variables difficult to explain and workflows harder to read for people who aren’t proficient in iOS automation.

As someone who writes about iOS workflows on a weekly basis, I’ve been thinking about this issue for a while. Every time I had to explain the inner workings and shortcomings of variables, I kept going back to the same idea: Workflow needed to get rid of its clunky variable management altogether.

Here’s what I proposed when Workflow 1.5 launched in May 2016:

“Instant Variables” to get details of a macro variable without doing the Get Variable-Get Details-Set Variable dance every time. You could save a lot of time if instead of fetching details of a variable multiple times you could use a single master variable and only specify where necessary which sub-details to use;

With today’s 1.7 update, the Workflow team isn’t introducing Instant Variables. Instead, they’ve rebuilt the engine behind variables on a new system called Magic Variables, which completely reimagines how you can create workflows and connect actions for even more powerful automations.

More than a mere tweak for power users, Magic Variables are the next step in Workflow’s goal to enable everyone to automate their iOS devices. By making workflows easier to create and read, Magic Variables are the app’s most important transformation to date, and the result far exceeds my expectations.

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Stagehand Review: Living Platforms

One of my first memories of a portable platform game takes place in the summer of 1996 and it involves Super Mario Land 2 for the original Game Boy. I was 8, and until that point, my only console experience had been with a Super Nintendo my parents bought me for Christmas. I could play with it a few hours each week, which didn’t satiate my infinite curiosity for videogames. When I saw Super Mario Land 2 on a friend’s Game Boy, I was taken aback by two distinct aspects: the contagious fun of a platformer (my only SNES game was Stunt Race FX – don’t ask) and its ubiquitous availability – provided you had enough daylight and 4 AA batteries.

Later that year, I convinced my mom to buy me a Game Boy. A couple of years later, I got a Game Boy Color. For the past 20 years, portable consoles and Nintendo’s Mario games have shaped my taste in videogames and defined my moments of quiet downtime. From Super Mario Advance 1 and 3 (both remakes of games I had never played) to New Super Mario Bros and, to an extent, the recent Super Mario Run for iOS, all my favorite 2D platform games agreed on a basic idea: you control a surprisingly athletic plumber who runs and jumps from left to right.

Conversely, Stagehand, the latest creation by Big Bucket (makers of The Incident and Space Age), upends decades of platformer conventions by turning the genre on its head. You don’t maneuver a character with meticulously timed jumps across retro-styled stages filled with floating platforms and spikes; rather, you sloppily modify the stage itself with touch, dragging platforms to accomodate the hero’s run and making sure he doesn’t run headfirst into cliffs, fall into pits, or get eaten by the inexorable advance of the left side of the stage.

Stagehand is an endless runner combined with a dynamic platform game, only you don’t control the character – you facilitate his run by reshaping the stage around him.

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Connected, Episode 128: Better Pizza and Better Pasta

Myke has caused a chain-reaction of purchases, Stephen talks about the PowerPC transition and Federico tries some apps.

On this week’s Connected, Myke makes some great points about the iPad’s sales compared to the Mac, and I explain why I’ve been using Twitterrific and Apple News. You can listen here.

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