Posts in Linked

The Evolution Of Simogo

From Lee Bradley’s profile of Simogo at Eurogamer:

Go back a decade, however, and the art, design and audio half of Simogo wasn’t even interested in making games. In the early 2000s, while working as an animator on movies and commercials, Simon Flesser felt that games were in a pretty uninteresting place. Then, in 2004, the Nintendo DS arrived with its touch-sensitive screen and a new set of inputs. His imagination was lit.

I loved Year Walk last year, but I still haven’t played DEVICE 6. I remember how different Another Code felt to me when it came out in 2005, and Simogo’s games have the same effect – they are uniquely designed for a platform and a multitouch screen, rather than just tweaked for them.

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BugshotKit

Marco Arment:

I’m starting the Overcast beta soon, and I wanted an easy way for my testers to report (non-crash) bugs and provide UI feedback. I also wanted a way to remind myself of UI or feature ideas easily, and I’ve occasionally needed to view the error console on the device when tracking down difficult bugs.

BugshotKit addresses all of these: it’s an embeddable Bugshot annotation interface and console logger, invoked anywhere in your app by an otherwise unused gesture (e.g. a two-finger swipe up, a three-finger double-tap, pulling out from the right screen edge, etc.), that lets you or your testers quickly email you with helpful details, screenshots, and diagnostic information.

I’ve tried BugshotKit in an app I’m testing, and it’s a fantastic idea: screenshot annotations and logging are available in a single screen that doesn’t require you to switch between apps, save screenshots, copy logs, and put everything together in Mail. If you’re a developer and you’re building an app, consider implementing BugshotKit to have happier, more efficient beta testers.

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Panels, Popovers And iPad Pro

Good post by Benjamin Mayo. I don’t think that the idea of snapping sidebars is the best way to handle multitasking on a tablet, but he makes a great point I forgot to cover in my article last week:

Apps should also have the capability to be ‘faceless’, so that other apps can query for data without needing any intermediary UI. This would enable apps like to draw on information available in other apps without pushing additional UI. For example, GarageBand could import sound-clips from apps like djay or Animoog in addition to the Music app. Similarly, a word processor could retrieve definitions from the users’ preferred dictionary app rather than stick to whatever the developer bundled with the app.

In my case, that would be a list of synonyms from Terminology. But imagine if Editorial could provide its workflows as services to other apps, or if you could retrieve files from Dropbox without opening the Dropbox app. Android is far ahead of iOS in this field, and it’s time for iOS to grow up.

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Tapstream

Our thanks to Tapstream for sponsoring MacStories this week. Tapstream helps app developers earn more from their apps.

For those of you who don’t advertise your app, Tapstream is completely free. You can embed it in your website to understand which referring sites and which landing pages are responsible for the biggest share of installs. Alternatively, use Tapstream’s URL shortener to get this same data from social networks, email or anywhere else on the web. If you decide to spend money on mobile ads, Tapstream is partnered with the best ad networks out there to help you advertise and make sure you’re not double-charged for your users.

Beyond just telling you how your users are getting to your app, Tapstream keeps track of exactly how valuable each channel is. Automatic In-App-Purchase reporting tells you where you get the most of your revenue from. Add to that a bevy of features like device-aware shortlinks (that discriminate between iPhone, iPad and Android visitors to send them to the correct destination), cohort tracking and integrations with HootSuite, KISSmetrics and MixPanel.

Tapstream is already on your iPhone in many of the apps you use today - it should be in your app too.

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A History of People Telling Apple What To Do

Harry McCracken calling out all of this nonsense:

Some wise person — I wish I knew who — once said that everybody has two businesses: their own, and show business. The same is true in the world of technology, except the two businesses people have are their own, and Tim Cook’s.

Everyone, in other words, seems to have strong opinions about what Apple should be doing. And a remarkable percentage of the people who share their thoughts state them not as a suggestion or a preference but as an imperative so absolute that ignoring it could plunge the company into crisis. To emphasize the seriousness of the matter, their headlines usually use the words “Apple must…”

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The Prompt: Viticci Seal Of Quality

This week Myke and Federico explore the possibility of an iPad pro and the different routes Apple could take to build this mythical product. There’s also an ‘after show’ discussing Polygon’s Game of the Year awards and what games they have been playing recently.

We used my article about the rumors of an iPad Pro as a starting point to discuss multitasking in the age of touch and thinking of apps as features instead of windows. Get the episode here.

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MacStories Sponsorship Openings For 2014

I have updated the Sponsorships page to show openings for the new year. MacStories sponsorships are exclusive and they will help support the work we do for app reviews, editorials, tutorials, and more throughout the year. We have big plans for 2014, including a (long overdue) new design.

If you have an app, service, or product that you’d like to advertise to MacStories’ smart and loyal readership, check out the Sponsorships page for more information or get in touch directly.

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Storehouse: Visual Storytelling On iPad

I’ve been testing Storehouse, a new visual storytelling app for iPad released today, and I think it’s gorgeous. TechCrunch has more details on what Storehouse is and where it’s going, but, in short, it’s a service/app that lets you create stories with text, photos, and videos. Stories you publish can be read on the iPad or through a URL on the web, and you can follow other Storehouse users to read the stories they’ll share.

The Storehouse app is beautiful and technically impressive in my opinion. It reminds me of Push Pop Press in the way it uses physics and gestures to make content feel “alive” as you interact with the app – for instance, as you scroll a story vertically and you reach the bottom or top of a “page”, the view will slightly tilt in 3D to indicate that you’re going back to content behind the story. When you create a story, you can choose a photo or video as background content for the cover, and videos will auto-play in the story’s preview behind text overlays for titles and subtitles. It’s a really cool effect. Storehouse’s use of blurs, transitions, depth, and edge-to-edge photography make for a unique iOS 7 app that’s far from obvious or derivative.

Storehouse wants to enable everyone to create “beautiful” stories but, personally, I don’t think that my photos are good enough to create narratives worth sharing on services like Storehouse or Exposure. Still, it’s an impressive app, and the people behind it know what they’re doing, so I’m curious to see how it’ll grow. Storehouse is free on the App Store.

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Inside Apple’s MFi Game Controller Program

Great piece by Jordan Kahn on iOS 7 game controllers:

The launch for the first few controllers to hit the market was rushed, developers are disappointed and still trying to catch up, and manufacturers are limited in pricing, features, and quality due to Apple’s MFi program requirements. What does Apple have to do to overcome a rocky start to its game controller program which is supposed to control quality? And how are manufacturers limited by Apple in building better controllers at a fair price? We’ve dug into Apple’s MFi program and talked to developers and companies building the controllers to find out.

According to Kahn’s story, Apple rushed game controllers to market with dev kits that were made available to developers a month before public availability. There are several other issues of device fragmentation (why couldn’t Apple pick one controller spec instead of two?) and supplier requirements that suggest game controllers have been an afterthought for Apple thus far.

I had moderate hope for game controllers, but the launch has been disappointing. As I wrote in June:

Will Apple ever develop a culture and appreciation for gaming as a medium, not just an App Store category? While others (namely Microsoft) are trying to add more media and entertainment layers on top of existing game infrastructures, Apple is in the opposite situation — running the largest media store and selling devices that are increasingly used as gaming machines, but that still lack the catalog and support of dedicated home consoles.

Does Apple understand gaming? As a platform provider, do they need to?

Read the details in Kahn’s piece, and compare it to the development of a controller from a company that knows gaming – Valve. Apple sees iOS 7 game controllers as accessories and not an integral part of the experience, which, in a way, may be for the best after all.

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