Posts tagged with "developers"

Apple Announces 40 Billion App Store Downloads, Almost 20 Billion In 2012 Alone

With a press release published today, Apple announced the App Store has reached 40 billion unique App Store downloads (excluding re-downloads and updates), with almost 20 billion of them happened in 2012. Apple says the App Store has now 500 million accounts, with 2 billion downloads happened during December 2012. The App Store has also reached the number of 775,000 apps available for iPhone, iPad, and iPod touch, with seven billion dollars paid to developers so far.

It has been an incredible year for the iOS developer community,” said Eddy Cue, Apple’s senior vice president of Internet Software and Services. “Developers have made over seven billion dollars on the App Store, and we continue to invest in providing them with the best ecosystem so they can create the most innovative apps in the world.

The press release includes additional facts, numbers, and quotes from third-party iOS developers who were successful in 2012. For instance, Temple Run, a game developed by “husband and wife team” at Imangi Studios, saw over 75 million downloads; development studios Backflip and Supercell “brought in over $100 million combined” for freemium games DragonVale and Cash of Clans; and Autodesk is now offering 20 apps to iOS users, with over 50 million downloads thanks to the App Store. You can read all the third-party experiences and numbers in Apple’s press release here.

The revolutionary App Store offers more than 775,000 apps to iPhone, iPad and iPod touch users in 155 countries around the world, with more than 300,000 native iPad apps available. App Store customers can choose from an incredible range of apps in 23 categories, including newspapers and magazines offered in Newsstand, games, business, news, sports, health & fitness and travel.

In the press release, Apple also stressed the importance of the tools they make available to developers to release and promote their apps on the App Store. Apple specifically mentioned “great ways to monetize apps” including in-app purchase, subscriptions, and advertising.

For context, Apple announced 10 billion App Store downloads in January 2011; 15 billion downloads in July 2011; and 25 billion downloads in March 2012. It took the App Store 1642 days to go from 0 downloads on July 10, 2008 to 40 billion today, with an average of 24 million downloads per day; however, it took 310 days to go from 25 billion downloads to 40 billion, with an average of 80 million downloads per day in the past 310 days.

To give a graphical visualization of the App Store’s growth, here’s a chart by Horace Dediu showing iTunes total downloads by medium (Horace also notes average revenue per app download is 25c).

And above, our charts showing the growth of the total number of apps, and the apps availability per platform (iPhone, iPad) months after the App Store’s launch, based on Apple’s official data (click images for full size).


Mac App Store: Year Two

Today, the Mac App Store turns 2.

Last year, I concluded my retrospective of one year of Mac App Store wondering whether 2012 would see more developers struggling to get their Mac apps approved for sale.

The Mac App Store is not without its flaws, and questions loom ahead as to whether Apple will lock down the system eventually — allowing customers to only install apps from the Mac App Store (as also recently suggested by Adam Engst on Macworld) — and cause a general confusion among developers and consumers as sandboxing is enforced and apps will need to comply to a stricter set of rules to be accepted on the Mac App Store.

A full year after that post, I believe it’s safe to say one word epitomizes Apple’s 2012 with the Mac App Store: uncertainity. Read more


Google Maps SDK For iOS And URL Scheme

Google Maps SDK For iOS And URL Scheme

Alongside the launch of its official Maps app for iPhone, Google has also released a developer SDK to let third-party apps embed Google Maps directly. As detailed by Andrew Foster at the Google Geo Developers blog, the SDK – which requires signing up for API access – will allow developers to integrate Google Maps with their own apps, displaying embedded 2D or 3D Maps views with markers and info windows. The blog post also confirms that the SDK will work on the iPad; Google has confirmed to The New York Times that a native iPad version of Maps is indeed coming.

The SDK features vector-based maps that load quickly, allowing users to easily navigate 2D and 3D views, rotating and tilting the map with simple gestures inside your app. Developers can also change the Google maps view to include information such as traffic conditions, and control camera positions in 3D.

In the SDK documentation, Google says that the appearance of Maps embedded through the SDK is the same of the Google Maps apps, and that the SDK “exposes many of the same features”.

However, the SDK isn’t the only way for developers to integrate with Google Maps. Using a URL scheme, developers can point to the Google Maps app and launch it from their app into a specific view or map object. Documentation for the URL scheme is available here. Developers can link to Google Maps with specific views, modes (standard or Street View), set zoom levels, and pass directions with the URL scheme.

It’ll be interesting to see how and when Google Maps-compatible apps such as AroundMe or WhereTo will support the new Google Maps SDK. The addition of a URL scheme shouldn’t be underestimated either, as it’ll enable regular users to launch the app using tools like Launch Center Pro.

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Tips For Releasing and Marketing Your New App

Tips For Releasing and Marketing Your New App

Good list of tips by Brett Terpstra that new developers should keep in mind for their app releases. I especially recommend the “What To Include” section:

Bloggers like links. It saves time when doing a quick mention and provides the material for deeper research if they decide it’s worth it. Include all of the most relevant links. Link to screenshots (don’t embed them) and your homepage or a press page.

A surprising amount of developers often forget to even mention their app’s name in emails we receive on a daily basis. Others mention it, but they don’t include a direct link to the App Store. Even worse, some developers send promo codes without mentioning their app’s name or direct link, so we can’t be sure what we’re being given, exactly.

From personal experience, I can say that having links to videos is also a huge plus. I’m not saying you should prepare dedicated videos for each blogger you’d like to try your app: I would suggest picking a few, and making screencasts with voiceover and picture-in-picture where you can explain the app, show how it works, and establish a different kind of indirect “eye contact” with the person on the other side of email. It takes time, but it’s worth the effort – especially if it’s the first time you’re promoting an app.

Read Brett’s excellent list of tips here.

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Tokens: Easy Promo Code Generation For Developers

I often hear from my developer friends that generating promo codes for iOS and Mac apps is a tedious and annoying chore. From what I’m told, you have to log into iTunes Connect – which hasn’t the most pleasant interface Apple ever made – and generate these codes that you have to manually copy somewhere to share them via email, Twitter, or other systems. It’s a slow process, and iTunes Connect forces developers to “submit requests” for how many codes they need without offering any sort of social integration.

Enter Tokens. Developed by Padraig Kennedy and Oisin Prendiville, Tokens is an automated promo code generator for Mac that makes it super simple to generate and share promo codes for apps available in iTunes Connect. Tokens couldn’t be approved in the Mac App Store because it uses HTML scraping to interact with iTunes Connect remotely; the developers offer a FAQ to understand how Tokens works, for which kind of apps, and why it’s built for OS X 10.8. Read more


Apple Tweaks Design Of App Store Category Pages

In its weekly App Store refresh, it appears Apple has today tweaked the design of App Store categories to include the same design of the App Store’s home page. By heading to a category like Productivity or Utilities, both from an iOS device or Mac, you can see how Apple is featuring more apps with large banners across the top of a category page, smaller banners in the middle, and the usual “New and Noteworthy” and “Essential” collections that are updated on a weekly basis. Read more


Apple Confirms iTunes Connect Holiday Shutdown December 21-28

In an email sent to developers earlier today, Apple has confirmed that iTunes Connect — the developer portal to manage applications to sell in the App Store — will be closed from December 21 to December 28. During the shutdown, access to iTunes Connect and delivery of any apps or updates will not be available.

iTunes Connect will be temporarily shut down from Friday, December 21, 2012 to Friday, December 28, 2012, for the winter holidays.

[…]

Additionally, the following will be delayed:

Releases scheduled to appear on the App Store for the first time

Pricing changes scheduled through the interval pricing system in iTunes Connect

For the shutdown period, Apple suggest developers to not schedule price changes that would take effect between Friday, December 21 and Friday, December 28. According to Apple, price changes scheduled for the shutdown week will not take effect, and “In-App Purchase will become unavailable for purchase until after the shutdown”.

Last year, Apple shut down iTunes Connect for developer from December 22 to December 29.


The Value Of In-App Purchases

punch quest

punch quest

The Verge writes about to commercial failure of the first version of Punch Quest, a new game by Rocketcat Games:

But the reality was much different. Despite surpassing 600,000 downloads, Punch Quest only just crossed into the five figure range in terms of revenue. “The really scary thing is that profits tend to drop off sharply a week after an app’s out,” Auwae says. “I hear it’s a bit better for free apps, but a paid app often makes most of its money in the first week of being out.”

Figuring out where the problem lies is a difficult task. Punch Quest seems to have done many things right, with a game that has proved popular with a wide audience and was designed from the beginning with the concept of IAP in mind, but obviously something is missing. “There’s a lot of stuff that could be wrong,” says Auwae, “but we’re just not sure.

Earlier this year, our Graham Spencer wrote an extensive feature story on the state of game In-App Purchases, the best practices for developers, and reactions from users to various kinds of IAPs. He concluded:

On the other hand, people are much more appreciative of paying for something that is more tangible — like more levels or new game modes. They are more substantial than a new gun, or some in-game coins that can buy you a power-up. I think this feeling is amplified when a user moves on from a game and looks back at what they payed for. If they were just buying currency for power-ups, there really isn’t anything to show for that money that they once spent. On the other hand if they bought a new game mode, they can see that additional mode and if they decide to come back to the game at a later date, they’ll still have that and be able to take advantage of it.

As Andrew Webster wrote at The Verge, I think Punch Quest’s case is primarily an issue of perceived value. I don’t think Punch Quest’s virtual currency-like model for IAP is a sustainable model.

On the other hand, I don’t think it’s a problem of “small Buy button” (as suggested by The Verge): Loren Brichter’s Letterpress is a different genre, but some mechanics of revenue generation with IAP are comparable with Punch Quest. Loren said he didn’t make any “IAP optimization” to guide users towards spending money, yet Letterpress is a success. I believe it ultimately goes down to the fact that Letterpress’ IAP feels like a must-have, as I wrote in my review.

I think it’s a smart move, because Letterpress’ in-app purchase is a must-have so, essentially, you’ll be purchasing a $0.99 paid app. In this case, the “free” price tag is an illusion to draw more customers to download the app right away: think of it as a “trial” version of the real Letterpress. This is what the App Store dynamics have become, and Brichter is simply experimenting with something completely new for him while playing by the market’s rules. Because while I could go by without themes – I just use the default one – more simultaneous games and played words is what you’re really looking after.

Punch Quest doesn’t make me feel like I’m missing out. It doesn’t leverage the addictive nature of the game to draw me to the IAP options; at the contrary, the fact that it’s easy to collect currency in the game makes me feel like the IAP is unnecessary: I can play this because I like it and I’ll collect coins anyway.

Letterpress, on the flip side, doesn’t trade your time for options. You’re always going to miss themes and simultaneous games if you don’t pay. The IAP of Letterpress is an exclusive option that is based on the game’s essence: playing games against friends. You like this game so much you want to play more games? Then pay. Otherwise, you won’t have the feature. Simple and effective.

With In-App Purchases, I want to feel like I’m paying for something that I need. Even better, I want that to be more than a feeling: it’s got to be a fact.

Personally, I believe developers shouldn’t settle on “established” ways to implement IAPs. For instance, despite the completely different category, I like what iThoughts HD is doing with IAP: the regular app is $9.99 and already a sustainable business model, but if you want, you can pay more. Paying $3.99 for the IAP will unlock “Early Access” features, which include things like Search and Doodling on mind maps. These are features that will come to the main app eventually, but you can pay to get them now.

iThoughts’ IAP works from both technical and conceptual perspectives. By paying, you know you’re supporting the ongoing development of an app you like, and that is a powerful concept by itself. But, at the same time, you’re also getting new features before other people – you’re unlocking new exclusive stuff. Features that make the app better and that are cleverly targeted at people who use iThoughts on a regular basis. It feels like a must-have.

It’s marketed differently, but iThoughts’ IAP is actually very similar to Letterpress: it understands the app’s user base and allows customers to get more functionality by paying.

In-App Purchases are tricky. To get a complete overview of this phenomenon in games, I still recommend reading Graham’s story from June, which includes various surveys with developers and users. Overall, I believe IAPs can be a stable (and possibly more intelligent) business model, but developers should consider the value perceived by their customers before and after the purchase.


Automatically Convert .iconset to .icns with Drag & Drop

Automatically Convert .iconset to .icns with Drag & Drop

Earlier today I indirectly asked on App.net and Twitter if there was a way to automate the process of converting sets of icons for non-Retina and Retina devices. On its developer documentation, Apple recommends using iconutil and tiffutil to convert application icons and graphic resources, respectively. Once you’ve packaged, for instance, .png files inside an .iconset folder, you should fire up the Terminal, and run the command for the .iconset folder you want to convert. How about automating the process for batch conversion of multiple files?

As it often turns out, if you can think about it, then someone likely already blogged about it. Jono Hunt wrote a drag & drop utility earlier this year to do just that: select multiple .iconset folders, drop them onto the app, receive converted .icns files.

Apple have changed the way you should compile .icns files used for Mac application icons. Instead of using Icon Composer you should now use the “iconutil” Terminal command with .png images contained in folders with the .iconset extension. I created an AppleScript droplet to simplify the process. Just drag the .iconset folder containing your .png files on to the app to easily create a retina ready .icns icon.

Jono has also released versions of the script that work with Alfred and Automator. He also build a counterpart for tiffutil, available for download here.

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