Republique is an upcoming iOS title that's made a lot of noise by getting funded on Kickstarter recently, to the tune of half a million dollars, but I've had one nagging question about it: How exactly are they going to distribute the app to all of their backers? The most obvious solution would be to put a password gate inside of an app, but Apple doesn't allow that. If you have to lock content in your app, then you're clearly selling it outside of the App Store, which means you're dodging Apple's 30% cut. So what's their plan? Republique hasn't yet said, only that it's still being decided. Fortunately, however, here's the answer. The folks behind Zombies, Run! say that all they had to do to distribute an app for Kickstarter backers was ... ask. Apple agreed to let them have two versions of the app on the store -- one just for sale, and another that was free with a password gate in it. There were two limits, however: There had to be at least some content in the password-closed app, so people who just randomly came across it weren't confused. And Apple made the app developers take down any preorders once the app went live, so that Apple didn't lose any sales of its own. Good to hear that distribution this way is possible -- there are a few other Kickstarter projects that will need to make use of a plan like this when they are released. The key, according to Six to Start, is to get in touch with Apple early, and keep that communication flowing.How to distribute Kickstarter apps: Ask Apple originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 16 May 2012 14:45:00 EST. Please see our terms for use of feeds.Source | Permalink | Email this | Comments read more..
Sunday, 20 May 2012
Unofficial Apple Weblog-Password Gate-Kickstarter-App Store
Friday, 11 May 2012
Product Development Network-Everyday Objects-Milk Jug-Software
For just about a week now, GE and product development network Quirky have been running an interesting contest -- they've challenged people to come up with ways to improve everyday objects by making them "smarter with software". Unlike the traditional Quirky production and development process though, the winning concept will be fashioned into an actual working device by the end of the month.The problem with so many thoughtful, potentially useful entries is that only one of them will actually make the transition from pitch to product. Now with the selection process closed, TechCrunch has learned that Quirky's design and engineering team will be developing a smarter... milk jug? read more..
Wednesday, 25 April 2012
Personal Servers-Kickstarter-Deepworld-Project
When I first met the guys making Deepworld, a 2D sandbox-style building game similar to Minecraft, at GDC in March, I told them that the project would be bigger than they thought. They do have extensive experience developing software and servers, but running a game this big requires a significant investment. It looks like they now agree. The game has spawned a Kickstarter project to try and raise some early funds for servers and development. The group is offering several prizes to supporters, including your own personal servers and worlds, art books and other swag, plus the possibility of getting your own items, name, or even pictures in the game itself. The goal is US$20,000, overall, and as of this writing, the guys have raised about $4,000. They say they want to take the project full-time, and this money will help them do that. I definitely wish them well. Deepworld looks good, and as I said when I first saw it, the Mac (and iOS) would benefit from a game like this.Deepworld launches Kickstarter project to help fund a Mac beta originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 23 Apr 2012 09:00:00 EST. Please see our terms for use of feeds.Source | Permalink | Email this | Comments read more..
Friday, 20 April 2012
Sensor Data Collection-Iphone-Ipad-Ios
Scientists and hobbyists who want to use their iOS devices as tricorders now have a new tool to help them to bring that dream to life. Byte Works has released version 2.0 of techBASIC, a US$14.99 scientific and educational programming environment for iOS that can be used to pull in data from internal (accelerometer, magnetometer, and gyroscope) and external sensors. In case the name Byte Works sounds familiar to some of you, the company has been around for a long time. Mike and Patty Westerfield started the company in the early 1980s, developing the ORCA computer languages for the 8-bit Apple II. ORCA/M became the standard development system for the Apple IIGS under the names Cortland Programmer's Workshop (CPW) and Apple Programmer's Workshop (APW). techBASIC has its roots in another Byte Works product, GSoft Basic for the Apple IIGS. techBASIC 2.0 is a universal app, so any program you develop on your iPhone can easily be run on your iPad or vice-versa. Launching the app on the iPhone displays a list of included example programs -- the source code for these programs is a nice place to pick up some tips on how to access and use readings from the sensors built into iOS devices. The iPad version shows the list of programs and also provides a window showing the graphical output of your programming efforts. Gallery: techBASIC 2.0 Of course, you cannot create apps for sale in the app store with techBASIC. However, you can send your code to others through email. I'd personally like to see techBASIC work with Dropbox or iCloud for storing self-created apps online for backup and sharing. A tap on any one of the program names displays its source code. The example programs are not only useful, but well-commented for educational purposes. In both the iPhone and iPad flavors, techBASIC includes buttons to display the source code, show a console, see graphics being generated by your program, etc... If you need to, it's possible to step through a program to see how it works or to debug an issue. The documentation for techBASIC is available online, consisting of a reference manual and individual Quick Start guides for iPhone and iPad. There's also a built-in help system with full details of statements, functions, events, graphics classes, GUI classes, sensor classes, and system classes. Perhaps one of the coolest features of techBASIC 2.0 is the ability to tap into the sensors of your favorite iOS devices. The language provides a way to tap into the accelerometer, magnetometer, and gyroscope, and also to grab your current latitude-longitude, altitude, and more. There's a separate sensor class for the HiJack hardware, a University of Michigan project to add small sensor packages to iOS devices. The techBASIC blog features an example app showing how to grab readings from a HiJack-connected potentiometer. The potential here is huge -- imagine being able to connect HiJack to a thermocouple to grab a temperature log through techBASIC, or to an anemometer to measure and track wind velocity on an iPad or iPhone. One of the reviewers listed on the Byte Works website notes that she feels that techBASIC is a "mini-MATLAB in my pocket." I have to agree. While techBASIC isn't nearly as high-powered as MATLAB, it's more amenable and affordable to those who want a lot of the same capabilities to analyze and visualize data. I won't go into a huge, detailed description of the techBASIC language here, since the documentation is readily available. But I will say that this is an excellent development environment for researchers or anyone with an iOS device who enjoys tinkering with hardware. For students, techBASIC is an inexpensive way to learn about programming. Be sure to check out the gallery to see screenshots from both the iPhone and iPad, and watch the video below for a look at techBASIC in action.techBASIC 2.0 brings sensor data collection, analysis and visualization to iOS originally appeared on TUAW - The Unofficial Apple Web read more..
Thursday, 23 February 2012
Mac Development-Mac App Store-Gatekeeper-Apps
Apple issued a three month extension on application sandboxing today, giving devs a little more breathing room before new rules take over. June 1 2012 is now the enforcement date. We've been having many discussions about Mac development in the TUAW backchannel over the last week. The introduction of GateKeeper and the notion of signed apps, sandboxing, and developer IDs have us talking about where Apple is taking the Mac, and will be moving Mac development in general. Overall, we think things are moving towards a win for consumers and better opportunities for devs. Read on to learn more about these technologies, and how they affect developers and App Store. GateKeeper is Apple's new approach to making your Mac safer by giving you control over which applications may download and run on your computer. With GateKeeper, developers sign apps to authenticate them with the OS -- both apps that you purchase from the Mac App Store and, at the developer's option, also apps you purchase elsewhere. With Mountain Lion, you choose which apps are allowed to run. You'll be able to disable GateKeeper and run apps from anywhere if you like, although this is not the default setting. The thing is this: Apple continues moving towards a more controlled, less open, more appliance-like concept of what a Mac means. That redefinition is causing ripples, affecting app development more and more. Applications can do fewer things, access fewer system resources, and control other apps less than they did in the past. Developers who choose to enroll in the Mac development program pay a $99/year fee just as those who enroll in the iOS development program do. Once enrolled, they can sign their apps as identified developers -- as well as gain access to early beta versions of unreleased operating systems. When the iPhone SDK first debuted, many people including yours truly complained about what couldn't be done with the APIs: what files could be accessed, what routines could be called, and so forth. Coming from a general computing background, one learns to expect to build whatever one can imagine. If the building blocks are there, then why not build whatever tools you need? That all ties into a background of fully open computing. Apple's policy split the dev community into the jailbreak world and the App Store world, with many people crossing over depending on what they were building. Under jailbreak, developers gain full access to the entire iOS file system and run apps in a fully privileged mode. This gives devs a much broader development vocabulary to work with. The jailbreak world became known for its innovation, with Apple mining those forward-looking ideas and free R&D and bringing them into successive iterations of their operating system. At the same time, developers had to change. If they wanted to market through App Store, they had to relinquish product ideas that wouldn't work within the more closed-off system that App Store submission required and look instead for opportunities of development that were allowed. No one can look at App Store today, with its countless apps, and say that Apple denied developers opportunity. It's just a somewhat different opportunity than many developers expected. It's an opportunity that restricted certain kinds of applications, most typically OS enhancements and utilities (which have flourished on other mobile platforms with less oversight of developer access). Overall, Apple has provided better tools, better marketing, and better sales avenues than had existed before. The end result has been apps that are significantly better than previous generations. And now, Apple is doing the same thing for the Mac. This is emotionally hard for some long-term devs like me. We want Linux-y freedom for whatever we want to build and distribute. Now, with sandboxing (a technique that restricts application access to full system files; all apps that are not sandboxed will be removed from the Mac App Store starting June 1st [Update: Older read more..