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Posts tagged with "developers"

Rumor: Valve “Looking Into” iOS for Steam Expansion

If you’re familiar with the PC and Mac gaming scene, then you have most definitely heard of Steam: a game distribution platform by Valve that collects thousands of games in a single marketplace that’s easy to use and aggregates users worldwide enabling them to communicate through the platform. Steam, first released on Windows PCs, came out on OS X last year after much anticipation, quickly becoming many users’ favorite way of discovering and downloading games for the Mac.

Member of Steam’s forums Political Gamer recently visited the Valve headquarters and reported an interesting tidbit from his visit and talk with Valve co-founder Gabe Newell: Valve is apparently “looking into” iOS and Android as possible platforms for Steam’s expansion in the future:

After waiting in the lobby for a few minutes it turned out Gabe was in the office and wanted to say hi. To my great delight he was playing DOTA 2 when we walked in and from what I can see the game already looks very promising. After a little “sneak peek” we sat down to talk about Steam and other goings on in Valve. During this chat he confirmed that Steam will get a video recorder very soon, also he said they were looking into the iOS/Android platform for possible expansions with Steam. He also siad that the Source film maker is in the pipeline for a public release. After the chat was over he happily signed my copy of the Orange box and sent me on my way to Robin Walker.

The report doesn’t provide any additional details on Valve’s plans for a mobile Steam, and we only speculate that the development studio might be considering an iPhone or iPad client to check on your online Steam account and friends. Certainly Apple would never approve an iOS Steam app that lets you download and play games out of the App Store, whilst on Android Valve could easily deploy and alternative store like Amazon did (and got sued for the name choice). On iOS, Steam as we know it would be a difficult goal to accomplish: Apple doesn’t allow the installation of apps from alternative sources (the so-called “side-loading”) and the possible implementation of in-app purchases wouldn’t fit Steam’s growing catalogue of games.

Apple has turned its iOS and Mac App Stores into the perfect place for users to discover and buy games, and we don’t expect Steve Jobs to change his mind anytime soon about allowing other developers to “break the ecosystem” with unofficial app stores. So perhaps Steam for iOS will be a simple app to manage your online account? Or a “brand” for App Store developers to publish their games? We don’t know yet, but it’s interesting that Valve is at least looking at the possibilities offered by iOS. [via]


Prevent Accidental Quit In Google Chrome

In my typical work day, I keep a lot of browser tabs open in the background. MacStories articles, links from Google Reader, Twitter, Reddit and many others are always sitting there in the browser, which is an essential tool in my workflow. Perhaps the most important one. So when I accidentally hit CMD+Q instead of CMD+W and I lose the contents of an article I’m writing in my online visual editor, I usually would like to smash my computer’s keyboard. It actually never happened (otherwise I wouldn’t be here typing on this keyboard), and luckily for me it looks like such a situation won’t ever take place thanks to a subtle, yet life-saving feature implemented in the Dev version of Google Chrome: quit warning.

Enabled by default in the early dev versions (latest one is 11.0.696.14) and now available as an option in Chrome’s settings, the quit warning works a little bit different from what you’d expect: instead of putting a dialogue box up on the screen that asks you “if you really want to quit”, Google thought that it’d be best to implement a system that would prevent accidental clicking of CMD+Q. So instead of just hitting the shortcut to quit Chrome, you have to click & hold CMD+Q for a few seconds. Pure genius: this way, if I accidentally hit “Q” instead of “W”, my browser won’t quit.

To enable the feature, type “about:flags” (without quotes) in the Chrome Omnibox and activate “Confirm to Quit. Enjoy. [Mac OS X Hints]


Firemint: Flight Control for iPhone Hits 4 Million Downloads, $2 Million Budget for Real Racing 2

Developer Firemint has always been one of the biggest “players” in the iOS gaming scene with hugely popular games and Apple Design Awards won at the WWDC, and they’ve been under the press spotlight again recently thanks to the release of Real Racing 2 HD – a version of their successful racing game specifically optimized for the iPad 2 improved graphics, processor and gyroscopic controls. With more updates on the way and a brand new iOS game announced last month, Agent Squeak, Firemint has become one of the top names in the App Store for iPhone and iPad games.

In an interview with Pocketful of Megabytes, Firemint’s Logan Booker has answered some interesting questions about what’s going on behind the scenes of Real Racing and their other game franchise, Flight Control. As revealed by Booker, Flight Control, released in 2009, recently surpassed 4 million downloads for iPhone, and it keeps growing. The game was the result of weeks of sketching and prototyping back in 2008 and early 2009, when the App Store was a relatively new platform and no one really knew whether or not Apple (and third-party developers) could turn a profit out of it. Read more


Eighth Beta of 10.6.7 Seeded to Developers

As noted by MacRumors, Apple has seeded a new build of OS X 10.6.7 to developers earlier today. Build 10J869 doesn’t list known issues and, according to developers, Apple keeps asking to focus on Safari, Mac App Store, AirPort, Bonjour, SMB, and Graphics Drivers testing.

The seventh beta of 10.6.7 was seeded last week. This leads us to think the final release of the OS update is nearing completion, also considering the small increment in build version number from last week’s beta.


Twitter To Developers: Enough With The Twitter Clients

With an official announcement on the Twitter Google Group, head of platform and API at Twitter Ryan Sarver has told developers to stop building third-party Twitter clients that “mimic or reproduce the mainstream Twitter consumer client experience”. Basically: no more unofficial Twitter apps that look just like the official iOS, Mac, Android or BlackBerry apps and don’t add any value to the experience. Instead, focus on different areas of the whole Twitter experience. Uh oh.

The move is quickly causing a reaction among developers on Twitter that didn’t expect such a response from the company. Basically, although in a subtle way, they’re telling everyone to stop wasting time trying to emulate the official Twitter apps because 90% of users are already using Twitter through the officially provided tools. On top of that, though, it’s not only a matter of choice: it seems like Twitter is really going to force developers to stop building apps by “holding you to high standards to ensure you do not violate users’ privacy, that you provide consistency in the user experience, and that you rigorously adhere to all areas of our Terms of Service”. Some key parts from the announcement:

With more people joining Twitter and accessing the service in multiple ways, a consistent user experience is more crucial than ever.  As we talked about last April, this was our motivation for buying Tweetie and developing our own official iPhone app.  It is the reason why we have developed official apps for the Mac, iPad, Android and Windows Phone, and worked with RIM on their Twitter for Blackberry app. As a result, the top five ways that people access Twitter are official Twitter apps.

Developers have told us that they’d like more guidance from us about the best opportunities to build on Twitter.  More specifically, developers ask us if they should build client apps that mimic or reproduce the mainstream Twitter consumer client experience.  The answer is no.

As we point out above, we need to move to a less fragmented world, where every user can experience Twitter in a consistent way.

Read more


The iPad: Does It Need Programming Apps?

Many things have been said about the iPad as a content creation tool, rather than a device to consume media like music, movies and photos. In spite of the plethora of apps released in 2010 that proved you can actually do stuff on an iPad, at the iPad 2 event last week Steve Jobs himself wanted to remember the audience how the tablet is “no toy”, also thanks to the upcoming iMovie and GarageBand apps. But no matter how many apps allow you to produce and create original content using only your fingers and the virtual keyboard, there’s still a niche market Apple hasn’t addressed yet: coding apps. Read more


Developers Can Still Enable Multitasking Gestures in 4.3 Final with Xcode

With the final release of iOS 4.3 final yesterday, several readers asked us whether or not Apple pulled the multitasking gestures that had been implemented in developer betas of iOS 4.3. As we noted in January, multitasking gestures for iPad were only meant for testing purposes so developers could test the integration of gestures in their apps. The feature needed to be activated with Xcode.

We received word from several developers that the multitasking gestures can still be enabled in the final version of iOS 4.3 (build 8F190, same as GM), but you will need Xcode and an Apple Developer account to register the device for development and activate the gestures panel in the iOS Settings app. Again, the process takes less than a minute and you can find the instructions here.

The gestures in iOS 4.3 final are the same of earlier betas:  four or five finger pinch to Home screen, swipe up to reveal the multitasking bar, swipe left or right to switch between apps. So if you have Xcode and a dev account, update your iPad to 4.3 final and you’ll still be able to activate gestures. [via RazorianFly]


Apple Releases Xcode 4 - Coming To Mac App Store Too

First came iOS 4.3, then Safari 5.0.4 and now Apple just pulled the trigger on Xcode 4. The final release of the new development suite is available for download here.

Xcode 4 is the new version of Apple’s powerful integrated development environment for creating great apps for Mac, iPhone, and iPad. Xcode 4 includes the Xcode IDE, Instruments, iOS Simulator, and the latest Mac OS X and iOS SDKs.

Xcode 4 is a major new version of Apple’s development suite which sports lots of new features and a new single-windowed UI. The first version of Xcode 4 preview was released during the WWDC in June 2010. It appears that Xcode 4 will also be released for $4.99 in the Mac App Store, according to Apple’s Support Center:

Mac and iOS Developer Program members have access to the latest Xcode developer tools, SDKs, and pre-release software. Program members can download Xcode 4 from http://developer.apple.com/xcode.

If you are not a member of either the Mac or iOS Developer Program, you may purchase Xcode 4 from the Mac App Store for $4.99. If you are registered as an Apple Developer, you can download Xcode 3 for free at http://developer.apple.com/xcode.

This should be the link for Xcode once it goes live in the Mac App Store (it isn’t available yet). This is an interesting move for Apple, as it’s clearly aimed at people willing to try Xcode 4 without an Apple Developer account. It also marks (once again) Apple’s transition to the Mac App Store as a unified distribution method for software updates. Here’s a great video overview of the Xcode 4 interface.

Update: As for the $4.99 price of Xcode 4 in the Mac App Store, that might be for the same reason why FaceTime wasn’t released for free: the Sarbanes-Oxley Act. Technically, it would be illegal for Apple to distribute this new free software on Snow Leopard. Same happened years ago with the 802.11n unlocking fee, and recently FaceTime sold at $0.99 in the Mac App Store. Read more


iOS Game Developers Excited About the iPad 2 Graphics

After the announcement of the iPad 2 last week, we reported developer Firemint, well known for its award-winning Real Racing series, announced they were seriously interested in updating their iPad game for the new device, and had actually been considering its tech specs for a while, even before the official announcement from Steve Jobs. Firemint sort of knew the iPad 2 would be thinner and lighter for a better handling, have a faster processor for improved graphics, and so forth. The iPad 2 has an Apple A5 CPU with graphic performances up to 9 times faster than the iPad 1 – a feature Apple is promoting and Steve Jobs mentioned multiple times on stage. With the iPad 2 available later this week, Firemint will be able to test its updated version of Real Racing HD with gyroscope support, better graphics and perhaps a new control system built around the new tablet form factor.

Firemint, however, isn’t the first game developer that’s excited about the possibilities offered by the iPad 2. MacNN reports industry-leading company Unity has announced that, in spite of their framework already working with dual-core processors like the A5, they’re going to “really fine tune and really optimize it to run fantastic on the iPad.” We guess iOS developers relying on Unity will take advantage of the new features available once the engine is updated with full iPad 2 support.

What about the popular Unreal Engine 3? Epic VP Mark Rein (Epic Games is the company behind the Unreal Engine, or games like Infinity Blade for iOS – based on Unreal) says the iPad 2 is already capable of taking advantage of the iPad 2’s improved performance:

You can see Unreal Engine 3, what happens as we get more power, you can take a PC and put a much more powerful graphics card in, and turn all the dials up in your game to get more detail, more textures, more shaders – things like that. Clearly those are the kinds of opportunities here. More CPU means potentially more physics and more enemies on the screen, a wider view of an environment. It’s just really fantastic.

These are interesting days to see how game developers are quickly announcing support for the iPad 2, unveiled last week and available “on short notice” this Friday. I wonder how many games with “iPad 2 support” in the changelog will be released next week, and how many will need additional weeks to pop up in the App Store. In the coming months, it would be nice to see Apple update its App Store interface to specify features only available for certain devices – it didn’t happen with the powerful iPhone 4, but we’re betting on the iPad 2 to bring an easy-to-read tech specs page to the App Store this time. [via TUAW]