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Posts tagged with "developers"

World of Goo iOS Download Stats

World of Goo iOS Download Stats

Developers 2D Boy released an iOS version of their popular puzzle game, World of Goo, on the iPad last year. In the first month, they reported over 125,000 sales through the App Store – an impressive number compared to the best 31 day period on WiiWare (68,000 sales) and Steam (97,000 sales). 2D Boy later ported WoG to the iPhone, and made the app universal. Today, the developers have announced one million downloads and published a post detailing the download stats for the app.

- 69% of downloads and 79% of revenue came from the Universal version.

- 29% of downloads and 17% of revenue came from the iPhone version.

- 2% of downloads and 4% of revenue came from the Mac App Store.

The universal version ($4.99) brought a larger chunk of revenue than the iPhone app ($2.99). You’d think iPhones would bring in more sales thanks to their bigger installed base, but more often than not I’m hearing people willing to pay two bucks to get an iPad version “just in case”. Most of the times, of course, it is because they do have an iPad and 2 bucks are well worth the universal download. The Mac, on the other hand, brought only 2% of downloads, but the app is sold at $9.99 there – plus it’s likely that Mac users have already played the old PC/console versions, or bought the iOS app.

Android numbers are noteworthy as well. They’re smaller than iOS when it comes to paid downloads (70,000 copies sold in a month), but impressive in the free demo with over 450,000 downloads. 2D Boy says during the same period last year they sold around 180,000 copies of WoG for iOS. My takeaway after reading this post and Gina Trapani’s Todo.txt sales numbers for iOS and Android – as well as talking to several Android users’ experiences with the Market – is that the App Store still generates much larger numbers of paid downloads (especially when tech coverage and Apple promotions are involved), but Android, too, is growing on that front. I wouldn’t expect Infinity Blade II kind of growth on Android, but 70,000 copies isn’t bad for an indie development studio.

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The Omni Group’s Lion Update Stats

The Omni Group’s Lion Update Stats

The Omni Group has updated its software update statistics document with Lion data:

Because we’re nice folks who want to help the development community, we’ve decided to make the information we gather public (in aggregate form) so that you can also benefit from this knowledge.

Below you’ll find statistical information about all collected configurations to date. The information is provided as-is. We’re not going to tell you exactly how many individual users have submitted the information, nor can we place any guarantee on the accuracy of this information. Remember, this is not a poll of the Mac OS X community at large, just a subset of our customer base.

Looking at the data, you can see how OmniFocus (by far Omni Group’s most popular app) shows a steep Lion usage increase in July (obviously), and a gradual growth throughout January 2012, whereas lesser known apps like OmniWeb have shown an initial decline in user adoption of the latest OS, then stable updates. Surprisingly, OmniOutliner users don’t seem to upgrade to Lion much.

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Apple Releases iOS 5.1 Beta 3

As noted by MacRumors, Apple has released a few minutes ago the third beta of iOS 5.1 to developers. The new beta comes almost a month after iOS 5.1 beta 2, which was released on December 12. Currently, it appears beta 3 is only showing up as over-the-air update with the Developer Center still reporting beta 2 as the latest available.

The new beta carries build number 9B5141a. The first two betas of iOS 5.1 brought bug fixes and minor new features to the operating system, and it’s still unclear whether Apple may be planning to add more functionalities throughtout various betas seeded to developers.

We’ll update this post with relevant information in case it becomes available. iOS 5.1 beta 3 should become available on the iOS Dev Center shortly.


Slippery slopes

Slippery slopes

Good response by Marco Arment to my counterargument to his post about auto-renewal subscriptions and iOS technologies Apple doesn’t open up to developers (or at least the majority of them). I particularly like his proposed solution for Newsstand Kit’s push notification applied to other apps:

Newsstand Kit’s background-wakeup push notification can only fire once a day, and background NKAssetDownloads only work if the device is on Wi-Fi and has a healthy battery charge. So give all apps the ability to receive that background-wakeup push notification once a day, as long as the user has granted them permission to use push notifications. Then let them update or download whatever they can do in the 10 minutes that they’re allowed to run in the background. And if the system decides to terminate them during those 10 minutes for any reason, that’s fine, too.

Even without NKAssetDownloads, and even if Wi-Fi was required, this would be a huge benefit. Unlimited-time NKAssetDownloads are only required by magazines because so many of them are ridiculously bloated at hundreds of megabytes per issue, but a huge class of apps could download everything they need in a few hundred kilobytes over a few minutes, at most.

I still think auto-renewable subscriptions should be limited to a specific set of apps (and Apple must be clear about that – enough with the unwritten rules), but I have to say I’m intrigued by the idea of smaller lightweight downloads now.

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Apple’s “Targeted Enhancements”

Marco Arment, writing about iOS’ Auto-Renewable subscriptions, which appear to be exclusive to apps that deliver “new content” during each renewal period:

Ultimately, I had to ship Instapaper 4.0 with non-renewing subscriptions, I was able to delete all of the clunky auto-renewing server code, nobody sees that terrible dialog in my app, and I need to ship an update soon that will annoy my best customers with manual-renewal notifications.

But this is a great example, like Newsstand Kit’s background downloads, of Apple adding a capability to iOS that’s potentially useful to thousands of developers, and then restricting it so that only a handful of players (usually big companies) can actually use it.

I hope that, in time, they unbundle some of these myopically targeted enhancements and make them potentially useful to all developers. But Apple’s record on this isn’t great so far.

Marco is right – auto-renewable subscriptions are easy to use (and understand) and more developers should get access to it. Imagine being able to subscribe to Instapaper through iTunes, or getting your Evernote Premium account billed automatically every year or month, instead of having to purchase it manually (as it happens now). But I could argue that, at the same time, new technologies like Newsstand Kit’s background downloads (described here) and auto-renewable subscriptions are more of a conceptual and technical issue for Apple rather than a “limitation” imposed to developers. Imagine if every app in the Store went free, and started billing users periodically for “usage”. That would create an unrealistic ecosystem of free apps with in-app subscriptions for all kinds of content. I’m not saying apps like Instapaper shouldn’t get access to auto-renewable subscriptions – it actually seems like a perfect fit to me – but I believe that instead of going on a case-by-case basis, Apple decided to roll out the feature for “publishers of new content” first. That’s easier to scale.

It gets murkier with the background downloads of Newsstand. Periodicals and newspapers get this neat implementation of automatic downloads of new issues. Would a third-party app like Instapaper benefit from it? Sure. Imagine being able to have your Instapaper queue delivered to you wirelessly, each morning, instead of having to download it manually (which takes seconds but it’s still a manual action). That’d be great. Or the aforementioned Evernote, which could, in theory, figure out a way to push changes from its remote database once per day without a user’s direct action (case in point: I add a lot of items to Evernote on my Mac overnight, I see all the changes automatically pushed to my iPad the next morning). Again, I believe some apps should get this functionality for increased usability and overall enjoyment of the user, but there are exceptions I’m fairly certain Apple considered. What if every developer of every app starts implementing background downloads for remote content? Even once per day, for every app, it can be  a lot of data. And when you add data caps to the mix and start imagining games that can download new levels remotely on 3G…not good.

Obviously, if we follow this argument – that every developer should get access to the latest technologies used by Apple, or that at least some developers should be able to – we could say that Apple did figure out solutions in the past to avoid problems with, say, data caps and 3G downloads. Granular controls, like “Use Cellular Data” in the Store’s Settings, or the common limit of 20 MB for App Store downloads on 3G. But again, imagine a scenario where every developer gets to implement subscriptions or background downloads. Is the user supposed to go through a list of 100+ apps and switch every single one of them to “off” for background downloads? And if the list is a bad idea, and we argue again that only some apps should get these features – why, say, just Instapaper or Evernote? Why not Infinity Blade II?

Last, it is true Apple doesn’t have a great record for bringing iOS’ enhancements to third-party developers in a short period of time – but keep in mind that the iPhone launched without multitasking and background applications and eventually got one of the best implementations of multitasking out there and background tasks (for some apps) up to 10 minutes. The other side of the coin, obviously, is that third-party apps can’t run in the background all the time like Apple’s Music app - but the same question rises again: can you imagine every single developer doing that? (Speaking of enhancements in Apple’s apps: I expect Mail’s rich text controls to be opened up next to developers for integration. And did anyone mention Siri?)

In the past four (almost five now) years, Apple has taught us (and the industry) that iOS isn’t about big press releases and revolutions as much as it’s about incremental progress, iterative improvements and refinements. Apple rolls in its very own way, and looking back at the differences between iPhone OS 1 and iOS 5, it’s clear that a lot of work went into all the updates and fixes and changes that got us this.

Developers rightfully want access to cool new features as soon as they’re available (especially when they seem such a good fit) and users are always eager to see the latest software functionalities implemented in delightful new ways, but the App Store’s ecosystem is so variegate and unique that sometimes waiting is the best option.


Mac App Store: Year One

One year ago today, Apple’s Mac App Store officially opened for business. Bundled into Snow Leopard’s 10.6.6 software update, and later installed by default on OS X Lion, the Mac App Store is a native, built-in marketplace for third-party developers and Apple’s own software. Just as the iOS App Store has contributed to the solidification of a software ecosystem built around iPhones, iPods and iPads in the past three years, helping “indie” as well as bigger developers achieve a sustainable business model in selling smartphone and tablet apps, in the past 365 days the Mac App Store has quickly reshaped and fundamentally changed the OS X software landscape and users’ perception of “desktop apps”.

It’s not absurd to say many didn’t even know it was possible to “install apps” on a Mac before the launch of the Mac App Store. What the Mac App Store did – besides allowing long-time Mac users and developers to consolidate their software library in a single place and provide them with a better way to discover and showcase the latest indie hit – is it finally created a viable and consumer-friendly way to find and buy apps. Before the Mac App Store, the average Mac user could get work done easily with just Safari and Mail because he or she knew those were all the apps a Mac came with. Great apps, for sure, but just those apps. The Mac App Store, just like the iOS App Store, opened a whole new portal for users and a market for developers (and a way for Apple to break even on costs with a 30% cut) to know a completely new world made of utilities, productivity apps, games, news readers and more. The Mail aficionados of 2010 have likely jumped over to Sparrow, and those who swore by Preview perhaps have found something more attractive in Pixelmator 2.0.

With 100 million downloads under its belt and Apple’s latest major OS X revision, Lion, available digitally, there’s no denying the Mac App Store had a great run in 2011. Here’s a look back at these 365 days, and how the Mac App Store we know today (quickly) came to be. Read more


Apple Confirms iTunes Connect Holiday Shutdown December 22-29

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 22 to December 29.

We strongly recommend that you do not schedule pricing changes through the interval pricing system in iTunes Connect that would take effect from December 22 through December 29. Pricing changes scheduled to take effect during this date range will not be reflected in the App Store and the app will become unavailable for purchase.

We also recommend that you do not schedule any apps to go live during the shutdown. Releases scheduled with a sales start date between these dates will not go live until after the shutdown.

As with last year’s shutdown, for the end user this means App Store apps won’t receive updates or price changes for a week, quite possibly the most profitable for iOS developers alongside the Thanksgiving festivities in the US. Access to iTunes Connect, delivery of app updates and scheduled releases as well as price changes will be disabled or delayed between December 22 and December 29. If you’re a developer, plan your Christmas app releases accordingly.


My Must-Have iPad Apps, 2011 Edition

Last year, six months after the release of the original iPad, I published an article called “My Must-Have 20 iPad Apps” in which I collected my favorite iPad applications – the ones I used and enjoyed the most – as of September 2010. Fast forward thirteen months, the iPad’s software ecosystem has matured into something completely different from last year’s “experimentation” stage, when third-party developers, and quite possibly Apple as well, were still trying to figure out how, exactly, the iPad would change our digital lifestyles. Looking back to the iPad 1 and the App Store in 2010, it’s no surprise the list of apps I have today is so much different.

In the past year, Apple has sold millions of iPads and has seen the device being used in far more variegate scenarios than they initially expected. The whole point of the iPad: Year One video presented at the iPad 2’s introduction in March was, in fact, to showcase not only the hardware and software capabilities of the device, admittedly improved over the past months, but to demonstrate how the iPad has entered more markets than “consumer technology” alone. The iPad is being used by pilots, doctors, teachers, parents and artists who have found a whole new dimension through the tablet’s multi-touch screen. If the demographics of the iPad expanded to new segments and usage scenarios, so did the kinds of apps that are available on the App Store.

Once again, Apple itself has set new standards for developers to write their apps against. With iOS 5 and iCloud, released in October, the company is providing third-party app makers with powerful new tools to optimize their software and make it interconnected across devices and platforms. But I believe that there’s been a shift in “iPad development mentality” among developers and users alike that goes way back prior to iCloud’s announcement and launch. Sure, iOS 5 and iCloud will lead towards a future of invisible cloud backups and app connections, but Ambitious iOS Apps started making their way to the App Store before iCloud and all these latest, greatest software updates. It was immediately after the 2010 holiday season and the “second wave” of iPad apps that developers realized the iPad could be so much more. And so they wrote great, innovative, standard-setting apps that shaped the past thirteen months and are helping us transition to the next great revolution – the cloud and the post-PC device.

It’s always been about the apps. And I’m fairly certain that as long as Apple doesn’t focus on hardware specs alone and stands at the intersection of technology and liberal arts, it’ll always be about great software, rather than processors and RAM amounts. And more importantly, it will be about the people creating the apps that we use every day.

So here’s my list of “must-have” apps that have improved my workflow and ultimately made it more fun to use the iPad in the past year. And here’s to another year of iPad. Read more


Developers Explain Changes in Growl 1.3

Developers Explain Changes in Growl 1.3

Speaking of Growl themes, the developers of the popular notification system for OS X have seen a bit of confusion after the release of version 1.3 on the Mac App Store. They have published a post with a summary of changes, and here’s the most important point:

Growl is still open source and under the BSD license, but version 1.3 is sold at $1.99 on the Mac App Store. This paid model allows the developers to work on Growl full-time.

So why upgrade to Growl 1.3 when the old version might still work? First off, to get the new features. More importantly, for a reason I didn’t know about:

Growl 1.2 and older will not work with Sandboxed applications - Sandboxing is meant to protect users from bad things happening (which is a good thing!), but it has consequences for applications which are doing good things too (like Growl). Apple announced this summer that Sandboxing is a requirement for all applications in the Mac App Store. As our developers who went to WWDC this year quickly realized, the impending Sandboxing requirement would have broken Growl entirely for applications in the App Store, for everyone, without a large amount of changes. Growl 1.3 introduces support for Sandboxed applications.

We may debate on the pros and cons of sandboxing, but the point is that, eventually, the old Growl will stop working with sandboxed Mac App Store applications. If new features and compatibility aren’t compelling reasons to upgrade, then I guess the problem is with those users not willing to spend $1.99, not Growl. The Mac App Store charts, by the way, seem to indicate Growl 1.3 has been pretty successful so far.

I use Growl on a daily basis and I like the new version a lot. Another thing I didn’t know about: apps written with the Growl 1.3 SDK will be able to display notifications even if Growl 1.3 isn’t installed. The system is called “Mist”, and a comparison table is available for developers here.

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