Posts in Linked

“Buy All The Things”

Stuart Hall:

Much has been written about being an indie developer on the App Store recently, with not much of it positive.

I think this experiment has shown us a few really important things.

Since last year, I’ve continued to follow Stuart’s experiment with great interest. While not indicative of the indie app market as a whole, his experience can be useful to understand the impact of In-App Purchases, pricing experimentation, and cutting down on non-development or design costs, such as customer support, through the built-in AppbotX service (our coverage). Stuart’s app has reached almost 2 million downloads and $60,000 in revenue.

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Simogo’s Next Game: The Sailor’s Dream

Simogo, makers of some of my favorite games for iOS (Year Walk and DEVICE 6), have announced their next game, The Sailor’s Dream, launching later this year. The Sailor’s Dream will be a “challenge-free experience in which you explore a non-linear story through words, music, sounds and illustrations”, and, based on the trailer and screenshots seen so far, it looks like Simogo is once again trying to redefine the scope of innovation in mobile gaming.

Don’t miss Leigh Alexander’s interview with Simogo at Gamasutra, which provides background and context on the studio’s latest creation:

“We want it to feel both relaxing, like diving into a tiny little world in which you can enjoy just interacting with, looking at and listening to things,” Flesser continues. “But then there’s also this element of exploring a quiet story, and tying it together in your head. So in that way it is like a dream, exploring a strange world, with tiny bits of reality breaking through in different ways.”

You can watch the trailer below, and check out the game’s first screenshots at the official website. You can read my review of Year Walk, Simogo’s hit from 2013, here.

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Making the Switch from Aperture to Adobe Photoshop Lightroom

Adobe yesterday published a six-page document outlining a workflow for those users who want to transition from Aperture to Lightroom. Its an interim measure for those users who want to switch to Lightroom now, but Adobe also affirmed their commitment to develop a proper migration tool for Aperture and Adobe Lightroom.

At Adobe, we’re working on a migration tool to help you bring your photos into Adobe Photoshop Lightroom from Aperture, but if you’re eager to switch before the tool is ready, this guide can help ease your transition. We recognize that this migration may be a challenging process and offer the following resources and methodology to help get you up to speed with Lightroom and provide a road map for successfully migrating your photos.

This all comes after Apple announced in late June that it was ending development of Aperture. Apple is instead focusing its development efforts on the new Photos app, launching on Yosemite early next year.

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App Store Freshness

David Smith has a great analysis of the “freshness” of apps on the App Store – data about when apps were last updated, for both Top Charts and the entire App Store.

For a very long time I’ve talked about my concerns about the size and health of the iOS App Store catalog. The App Store currently sits around 1,200,000 apps. For years the depth and diversity of the App Store has been one of the platforms strongest differentiators. However, as it grows the challenge becomes ensuring that it doesn’t begin to strain under its own size.

What has always annoyed me in my discussions about how to improve the App Store was that I didn’t have actual data on the composition of the App Store. Since it wasn’t (to my knowledge) available I started working out ways to get at it myself.

The numbers about the size of the App Store in relation to updates and the release of iOS 7 last year are surprising to me, as I was expecting a much worse scenario. The charts in David’s post clearly show a developer interest in updating for iOS 7 – make sure to check out the charts.

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The Original BioShock Is Coming to iOS

BioShock, Irrational Games’ masterpiece originally released on Xbox 360 in 2007, is coming to the iPhone and iPad this summer with a mobile port developed by 2K China, the same studio that handled XCOM: Enemy Unknown for iOS devices. BioShock is considered one of the most important games of the last generation of home consoles, and, for the upcoming mobile version, Polygon’s Brian Crecente notes that it “feels very much like the original, especially when played on an iPad and with a controller”.

In order to fit within the size limitations of the App Store, BioShock’s graphics and effects have been toned down, which, according to previews of the game published this morning, results in visually inferior experience for those who remember the original game on Xbox. Here’s Ben Gilbert, writing at Engadget:

Yes, BioShock doesn’t look as good on iOS. It’s the truth. In-game lighting and shadows are cut down pretty dramatically, as are art assets. The grandeur of Rapture is distinctly less grand, which sucks some of the life out of one of my personal favorites. The first thing you’ll notice is “iOS fire.” The game’s opening – a plane crash – puts main character Jack in the ocean surrounded by some hideously ugly fire animations. It’s the first hint that the iOS version of Rapture has been shrunken down to fit within Apple’s app store file size limitation, and it’s a nagging issue that I couldn’t shake in my hands-on time.

Over at TouchArcade, Jared Nelson has another preview of BioShock for iOS with a hands-on video:

One thing that struck me about playing Bioshock on a mobile device is that it’s a very intimate experience. Over the last decade, high end televisions and home theater systems have become common, making for incredible environments to play through immersive and atmospheric games. And Bioshock is one of the most atmospheric of all time. However, there’s really something to be said for having your very own little screen running the game, right up in your face as close as you want it to be.

BioShock was released in 2007, in the formative years of last-gen consoles. Based on the previews and first impressions published today, it sounds like modern iOS hardware would be capable of handling the original game’s graphics and assets, but file size limitations are preventing developers from putting a full console experience into an App Store download. Considering Apple’s push for console-quality game technologies such as controller frameworks and Metal, this seems fairly anachronistic.

BioShock Mobile will be released sometime this summer for iPhone and iPad at a “premium price” with no In-App Purchases, and it will include a digital art book and Game Center integration. Make sure to check out the hands-on video at TouchArcade.

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What Makes a Name in the App Store?

I looked at the top 200 apps in each category for both paid and free iPhone apps, 8400 apps in total. Although some developers use up to 49 words (and all 255 characters), the majority are around 4-5 words (24-35 characters). Around one third of apps use a delimiter / separator like ‘Flipboard: Your Social News Magazine’.

Stuart Hall takes a brief but interesting look at what exactly makes a name for apps in the App Store. Specifically, he is talking about the full app store name such as ‘Wish - Shopping Made Fun’. Whilst Apple allows a name with as many as 255 characters (remember a tweet is only 140 characters), a big chunk of developers stay under 30 characters - which is about as long as it can be on an iPhone before the App Store cuts the name.

Hall also offers some suggestions for coming up with an app name, which are fairly straightforward and make a lot of sense. But one thing missing from the post (through no real fault of Hall’s) is some anecdotal evidence from App developers who may have experimented with different length or style of App names - I’d love to hear how it affected their sales (if at all).

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Marked Released On Mac App Store, Discounted, and Updated

Marked, developed by Brett Terpstra, is my must-have utility to convert MultiMarkdown to HTML on my Mac. Whenever I need to publish an article from OS X rather than my iPad (usually because I need to record and include GIFs or screencasts), I rely on Marked to handle conversion to valid HTML with a keyboard shortcut. And yet, as we’ve shown before, there is so much that Marked can do, such as printing to a variety of formats, keyword and readability analysis, and more.

Today, Brett released version 2.3 of Marked and made it available on the Mac App Store as well. Both versions of the app share the same features and they are both sandboxed to comply with Apple’s App Store rules. However, in spite of the restrictions, Marked hasn’t lost its functionality – instead, Brett managed to add new options such as full GitHub Flavored Markdown support, improved PDF export stability, a document reading progress bar (I love this), and a mini map for navigation with fast scrolling.

What I still find most impressive about Marked isn’t its feature set per se, but rather how the app can be used as a simple tool for short posts or an advanced solution for writers who are working on a book or long documents. Marked is incredibly powerful and flexible and, at $9.99 on the Mac App Store as a limited time sale, I highly recommend it.

(Check out Brett’s blog post and our previous coverage of Marked.)

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Unreal Engine 4.3 Adds Metal Support

From Unreal Engine’s blog:

Unreal Engine 4.3 includes greatly improved mobile support, awesome new rendering features, improved Blueprint workflows, and strides toward an excellent experience on Mac and laptops. Be sure to check out the new World Composition tools, spline features, and the preview of Paper2D, our 2D toolset! Today we’re also shipping SpeedTree 7 support, our work on Metal API for iOS 8 to date, and new Oculus Rift features such as time warping.

Unreal is one of the most popular engines used by game developers today. With iOS 8 and new devices on the horizon, I can’t wait to see what kind of advancements Metal will bring for mobile graphics.

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