Fixing Home Sharing’s TV Troubles

iTunes Home Sharing is a wonderful feature that’s designed to let you share media libraries between multiple Macs, iOS devices and Apple TV. If you have Home Sharing turned on and a solid Wi-Fi connection, you don’t need to fill your iPad with movies and TV shows you’ve downloaded to watch them. Simply connect to your Mac’s media library via the Videos app, select the shared library and iTunes will present you with a list of all of your movies and TV shows. I own lots of TV show episodes, some I’ve ripped from my DVDs and some purchased directly from iTunes. Home Sharing should allow me to get quick access to all of them any time I want. At least that’s the theory.

The Problem

When browsing music and movies via iTunes Home Sharing, media is displayed as one would expect. Movies are listed alphabetically by title and music arranged into playlists that can be navigated and played easily either via Apple TV or an iDevice. Unfortunately, TV shows are a whole different story. TV shows don’t always display in the proper order when browsed on Apple TV or iDevices via Home Sharing. Furthermore, certain TV show seasons will display multiple times or even worse, simply not appear at all. When this happens, it’s impossible to select the series and episode you want to watch making Home Sharing effectively useless. So what’s going on?

The Cause

I recently spent several long nights experimenting with my iTunes media library learning what was causing some TV shows to appear multiple times, others appear out of order and some just not at all. I read several support threads at Apple that explained how a TV show’s meta data can confuse iTunes’ Home Sharing feature if not set correctly. What is metadata? It’s the information that is assigned to a file in iTunes such as the show’s title, season number, episode ID and so on. Selecting a song, movie or TV show in iTunes and then getting information on it (cmd-I) will reveal the file’s metadata and allow you to edit it.

The root of the trouble seems to be that unlike movies which are stand alone entities, and songs, which can be part of an album, TV shows are not only broken down by series title (the TV version of an “Album”), but also by season. This two-tierd level of sorting can be extremely confusing for the user since it’s not always obvious how iTunes decides what comes first, second, third and so on. In addition, there appears to be a quirk in iTunes where if values of a television show’s metadata (like episode ID) conflict with other episodes of that same TV show, the series simply won’t display in Home Sharing. Finally, to make matters worse, often times the metadata of a TV show isn’t set consistently by the publisher from season to season or even from episode to episode. Mis-numbered or conflicting episode ID’s, especially within the same TV series across multiple seasons, throws iTunes into a tailspin and leads to problems.

In the above example you can see that I have downloaded two seasons of the BBC series Sherlock. Both season 1 and season 2 have the correct season metadata set, but the individual episodes have duplicate episode ID’s. Season two’s episode ID’s are labeled “1, 2, 3, 101 and 102″ when they should be labeled “201, 202, 203, 204 and 205″. Because the season 2 episodes use ID numbers that conflict with those in season 1, Home Sharing freaks out and in this instance displays the series out of order. Making matters worse, some publishers include the season number in the name of a show’s title, like “The Walking Dead; Season 2″ which causes problems when an iPhone or iPad polls for how to display the program.

Lastly, the strangest thing I learned in my investigations was that it appears improperly labeled metadata for one show can affect the display properties of a completely different television show as well. So until you correct the metadata of every single TV episode in your iTunes library, random problems may persist when trying to display them. It really makes no sense, but in my testing this was the case.

The Fix

The solution to the problem lies in making the show’s title, season numbers and episode ID’s logical and consistent throughout your entire iTunes library. If you have a fairly large collection of television show episodes it will take you some time to edit them and correct the display problems, but it is indeed fixable.

Follow these steps:

• Select tv episodes (one at a time or in batches) & press command-I
• Select the “Info” tab
• Set the show’s “Name” field to the title of the episode itself
• Set the “Album” field to the name of the series

Note: When naming a series with multiple seasons, it’s important to use the same naming on each episode. For instance, don’t name one episode’s Album “The Big Bang Theory” and another’s “Big Bang Theory”. Pick a naming convention and use it for all episodes of that television program to help eliminate problems.

Next:

• Select the “Video” tab
• Set the “Show” field to the name of the series (the same one used in the Album field) & remove any qualifiers like “Season 1″ etc
• Set the “Season Number”, episode ID and episode number to their proper values

Note: When setting episode ID’s, each one should be unique to that series. Typically, 101 would be season 1, episode 1. 202 would be season 2, episode 2 and so on. It’s crucial that each episode within each TV show has a unique, and logical ID number or the show won’t display correctly and could affect other show’s listings as well.

Lastly:

• Select the “Sorting” tab
• Make sure that the Album name matches that in the Video tab
• As a precaution I also removed any information contained in any of the sorting fields of this tab. The album name seems to be enough for iTunes to find and display the show correctly so the rest is unnecessary

Once you have updated all of the metadata on all of your TV shows, each series should appear only once and in the proper season order in Home Sharing. You may need to exit and kill the video app, relaunch it and re-connect to your shared media library to actually see the changes take effect. If a show is still out of order, or doesn’t appear, then an offending bit of metadata is still out there. You’ll need to hunt it down and correct it, but when all is said and done your TV show library should look something like this.

Conclusions

As frustrating and time consuming as this process can be, seeing a properly ordered, shared TV show library is extremely satisfying, especially if you’re as obsessed with organization as I am. I’d write a developer radar report for these issues but honestly, I’m not even sure why it occurs, or even if it’s really a bug. It seems more likely iTunes is just finicky about logical, non-conflicting metadata. Unfortunately, each file has so many fields of data it’s difficult to tell which one should be set to what value, resulting in user frustration. The good news is that armed with the information above, and a little patience, you too can whip your Home Sharing library into tip-top shape. Just be sure to bring along some popcorn and a sense of humor.

Ski Safari: 007 Edition

Lately I’ve been playing a great deal of Ski Safari, a wonderful casual game from Defiant Development for iOS. The game is a high score climber similar to the awesome Tiny Wings, in which you play play Sven, a skier trying to stay ahead of an ever-approaching avalanche. The object of the game is to simply get as far as possible, picking up coins, speed boosts and various forms of animals like penguins and even Yeti’s in a high-paced race to stay alive. Developers Brendan Watts & Shawn Eustace have done a marvelous job of making Ski Safari fun, addictive and immensely satisfying to play. I have a bit of a competition going on with a few of my friends as we play a high-stakes game of one-upmanship on the snowy slopes of the high Alps.

The game is pretty awesome as it’s designed, but I recently discovered I could make amp up the coolness by a factor of 10 or so simply by turning off the default music in the game and substituting my own action-packed soundtrack. And what soundtracks are best suited for racing down snow-covered mountains at breakneck speeds? Why none other than the ultimate spy, James Bond, of course! If you own any of theme tracks from the James Bond films, simply start them playing on loop and then turn off the in-game music to give yourself the ultimate action sequence experience. I’ve found that “Runaway” from Roger Moore’s For Your Eyes Only and “Bond 77” from The Spy Who Loved Me, are the perfect Ski Safari tracks, but your death-defying milage may vary.

Maybe the developers of Ski Safari will eventually see fit to make a James Bond-esque version of their game complete with bad guys on black snowmobiles, machine guns and deadly helicopters chasing you, but until they do, this is the next next best thing. Have fun and do try and come back in one piece, 007!

Ramp Champ’s Ticket to Ride

Back when Ramp Champ was released for the iPhone in August of 2009, it was one of only a handful of boardwalk style games in the App Store. Although it had taken much longer to produce than we had initially thought, all of us at the Iconfactory and DS Media Labs were proud of the effort. From its pixel-perfect artwork, and the fantastic original soundtrack to the design of Ramp Champ’s in-app purchases, every part was crafted with love. I wrote back then that the game was a huge risk for us as developers, but no matter what happened, I wouldn’t trade the experience for the world. All of us had tons of fun creating the game and the effort was hugely rewarding. Fans loved the rich graphics and cleverly designed puzzles that brought back memories of arcades and boardwalks long gone.

Shortly after Ramp Champ’s release, Skee-Ball by Freeverse hit the App Store and quickly stole Ramp Champ’s momentum. Skee-Ball was limited in its game play and far less graphically rich than Ramp Champ, but thanks to its straight-forward approach and realistic 3D physics, it became a huge hit. With Skee-Ball’s success, dreams of hitting the top 25 of the App Store quickly faded and although the game held its own, it never rose to the level that we had hoped it would. We produced several new add-on ramp packs for the game, but both the Iconfactory’s and DS’s resources were limited and we each turned our attention to other projects.

With the advent of the iPhone 4′s retina display 4 in June of 2010, Ramp Champ fans clamored for an updated version of the game with new high-resoultion graphics. The problem was that most of the content for the game was produced using raster (bit-mapped) graphics, not scaleable vectors and re-creating the entire game for retina proved cost prohibitive. For a while there was talk of a sequel that would be designed around all new vector graphics, and an internal prototype was even built, but it just wasn’t in the cards. Sometimes it’s difficult for small companies to devote time and money to a project when success is far from assured and such was the case with Ramp Champ. Its future seemed bleak indeed.

Then near the end of 2011, Ben Stahlhood and I started talking about DS Media Labs taking the reins of our favorite gaming son. DS had gone through some restructuring and was hiring fresh new talent to position themselves well for 2012. It’s always tough handing one of your most treasured creations to another to foster, but with Ramp Champ the move made sense. DS had been a fantastic partner in the game’s creation and we knew that if anyone was going to give Ramp Champ a bright future it would be them. With our development efforts focused on xScope, Twitterrific and the upcoming Astronut for iPad, we finalized the arrangement and I’m pleased with the result. I don’t know what’s in store for Ramp Champ any more than you do, but DS’s recent press release promises at least updated retina graphics, and I’m confident there will be much more to come after that.

All of us at the Iconfactory wish Ben and the gang at DS Media Labs all the best in their success. We look forward to rolling balls, knocking down those damn ducks and collecting tickets for even bigger and better prizes when Ramp Champ ultimately gets the update it so badly deserves. Good luck gang!

Review: Paper for iPad

There are literally dozens of drawing/painting apps for iOS. Some of my favorites include Procreate, Penultimate, ArtRage and now Paper from FiftyThree, Inc. This new app burst onto the App Store recently and has been receiving a great deal of attention for its fresh approach to the genre of the sketch app. Much has already been written about Paper and so I’m going to try and cut right to the chase with my review by detailing things the app does well and areas where it’s lacking. If you want to know how Paper may or may not fit into your work flow, then by all means read on.

The Good

Simplicity

Above everything else, Paper keeps the interaction between the app and the user simple. This design decision is by far its greatest asset, but it is also its greatest weakness (more on this later). Getting into your sketchbook and starting work is dead simple. Thumb through drawings, access tools, and draw away. You can also add pages to your sketchbooks and share your work via Facebook, Twitter, Tumblr or email. There doesn’t seem to be a way to send drawings to the camera roll, but taking a quick screen shot does the job in a pinch. The entire app feels light, easy to get around in and, for the most part, doesn’t suffer from being over-designed.

Brushes

Paper has one of the best media engines I’ve ever encountered in a painting or drawing app. The pencil tool as well as the watercolor brush behave almost like their real world counterparts and are a sheer joy to use. Drawing speed helps determine stroke width with certain tools, and opacity with others. The overall effect is wonderful.

In-App Purchases

Some will say this isn’t a plus for an app like Paper. Many users don’t appreciate having to unlock functionality inside of an app that they thought was initially free, but Paper’s implementation of their in-app purchases is extremely well done. You buy only the tools you want and the app even lets you test drive the brushes prior to purchase so you can get a feel for them. Finally, there is an “Essentials” bundle that gives a small discount compared to buying all of the individual tools separately. If I find an app compelling, I certainly don’t mind paying for it and Paper’s in-app purchase model lets me pick and choose the parts I like most.

The Details

Customize the cover of your sketchbooks. Blend colors with the paint brush. Effortlessly flip between drawings that beautifully highlight your work. The devil is in the details and Paper does a deft job of getting them right.

Could Be Better

Rewind/Undo

The two-fingered gesture to step back (or forward) through your drawing is clumsy. Often times it takes me far longer to get to just the proper undo point with the gesture than it would if undoing was a simple button. I also sometimes make stray marks on the page when attempting to make the undo gesture. In addition, the number of undo states is far too small, especially when using techniques like cross-hatching. I also wish that rewinding would take you back through drawing a stroke little by little, but it doesn’t, it removes the last stroke in its entirety.

Colors

The selection of colors in Paper is extremely limited. There are a total of nine to choose from and of those, none of them are any shade of blue. The developer encourages users to go old school and mix colors to form new ones but the inability to select custom colors is a major deal breaker. I can’t use the app to sketch concepts for clients (or even myself) if I don’t have access to the entire range of colors I need, especially ones like blue and red.

Landscape

The app is perpetually locked in landscape mode and it’s extremely frustrating. I presume the developers did this to accommodate the wide screen design of the main menu, but I sincerely hope they add the ability to use Paper in portrait eventually.

Immutable Drawings

Unlike many other drawing/painting apps, once you place a mark on the page, that’s where it stays. There is no way to re-position a drawing or even a portion of one once it’s made. Some would say this simply echos a real-life sketch pad, but if I wanted a real sketch pad I would use one. I use Paper and apps like it because they give me additional flexibility when creating. Not being able to re-position elements on the page is frustrating and feels antithetical to the app’s overall design.

The Bad

Zooming

I want the ability to be able to zoom in and add details to my sketches or out and fill larger areas with colors quickly. Adding zooming would almost eliminate the need for various brush sizes, so if I had to choose between the two I’d take zooming. In addition, my brand new retina iPad has millions of pixels at its disposal. Paper’s lack of pinch zoom means a good many of them are going to waste.

Fills

The app desperately needs a fill tool. The watercolor brush does an inadequate job of filling large areas with solid colors and sometimes that’s just what you need. I’d love to be able to sketch in white pencil on black paper, but that isn’t possible in Paper. A fill tool would rectify this glaring deficiency rather nicely.

Sortable, editable layers would have been nice here.
Layers

Adding layers ala Photoshop would significantly increase the app’s complexity and FiftyThree may be unwilling to go there just yet which is fine. I do hope it comes eventually however because I often wish for the ability to erase or tweak individual elements of a sketch independently of the rest. I’m sure the talented folks there could find a way to add drawing layers to Paper in a simple and elegant fashion. I’d also like a way to lock a sketch once it’s done so I don’t accidentally add stray marks, which seems to happen often.

Conclusions

If you’re looking for a simple, straight forward tool for sketching you’ll probably find Paper both fun and elegant. I suspect this is what Daring Fireball author John Gruber meant when he said the app was “Exquisitely well-done”. I wouldn’t go that far but there’s a great deal to like in FifthThree’s initial effort. The app is a testament to beautiful user interface design, unfortunately it lacks too many features in my opinion to be used as anything more than a simple notebook. Paper’s limited undo states, narrow color palette, in-ability to re-position elements on the page and lack of zooming all force me to turn to other drawing apps when I want to truly create.

The good news is that Paper is a 1.0 product and as such I’m confident that improvements will come quickly. If the app simply added a long tap on color wells to bring up a picker and the ability to zoom in and out of a drawing, Paper would instantly become about 10x as useful as it is now. Since the app is free to try with the built-in quill pen, there’s no reason not to download and check it out yourself. I’ve definitely enjoyed exploring the app and it’s given me new reasons to try drawing with various styluses, but that’s blog post for another day.

My friend Dave Caolo recently told me that his kids love Paper. They each have their own sketchbooks and enjoy doodling and coloring very much. This comment is telling because right now Paper feels very much like a kids app. It has lots of potential but it’s too immature to really be useful. In their quest to make a dead simple iPad sketch app, FiftyThree may have sacrificed a bit too much functionality. Paper may be just what you’re looking for to jot down notes and quick sketches on the go, but I personally hope FiftyThree eventually lets Paper sit at the grown-up table.

Retina iPad Roundtable

Rene Ritchie, Seth Clifford and Marc Edwards invited myself and App Cubby’s David Barnard to discuss the new retina iPad last week. Ep. 18 of the IterateTV podcast ended up being a smart discussion of the new devices’s strengths and weaknesses, tools and processes we use to develop for it and our take on the future of resolution independence. I spend some time talking about the Iconfactory’s upcoming retina work on Carcassonne and generally try to keep up with the huge brains of the fine fellows gathered around the microphone. If you design for iOS or just want to hear our take on Apple’s new hardware, check it out.

Effortless Unboxing

Apple already has one of the best unboxing experiences of any company on the planet. The industrial, packaging and graphic designers have gone to considerable pains to make sure that customers are extremely satisfied when they first open and activate their new Apple hardware. With iOS 5′s ‘PC Free’ technology, in combination with iCloud, Apple’s customers no longer need to attach their new iPhone or iPad to a desktop computer to start using it. All this is wonderful, but could Apple’s unboxing experience be even better?

Yes it could.

Imagine opening your new iPad that arrives by FedEx this morning, turning on the device and finding it already ready to use. No input of your Apple ID, no syncing of contacts, bookmarks or even apps. You turn the iPad on and it’s ready to go. Using the online ordering service via Apple.com in conjunction with your existing Apple ID, this kind of effortless unboxing experience could easily become reality. Ask any Kindle owner how awesome it is power on their new device and find all their books already there, ready to read. I could easily see an option at the end of Apple’s online ordering system that would give permission to use your Apple ID to pre-sync your new iDevice with your iCloud content.

There’s something to be said for the actual process of setting up your gadgets. The geek in us loves the discovery and rush we get from seeing, touching and exploring new technology and in that way, perhaps the current unboxing experience is superior. It gives Apple a chance to highlight just how elegant the process really is. That said, Apple is always designing for the 80%, not the geek and if that means giving customers the ability to simply open the box and go, I’m sure we’ll see it in the very near future.

[Hat tip: @BigZaphod @dlanham and @TandyQ contributed to this post]

Don’t Forget the Apple Care

As you head out to stand in line at your local Apple Store this Friday, or place your web orders for the new hotness from our favorite fruit company, do yourself a favor and don’t forget to buy your Apple Care. A friend recently asked me what accessories I would recommend for the new iPad. Without hesitation I would say the most important accessory you can purchase is Apple’s extended protection for your iOS or desktop hardware.

Extended warranties are nothing new of course, and even I hesitate to purchase them for household appliances or electronics, but not so when it comes to Apple Care. Apple does an exceptional job of servicing or outright replacing hardware when it’s defective and covered under Apple Care. Many issues can be fixed with a quick trip to the Genius Bar and those that cannot usually get taken care of in short order after just a few days.

When I bought my 27″ iMac in 2009 I purchased Apple Care right along with it. That $99 decision has saved me close to $1,200 dollars to date. A year or so ago my internal HD failed and had to be replaced which would have cost me over $400 in parts and labor. Then just this week I decided to fix a long-standing display problem with the same computer’s screen where light colors and gradients were being blown out and not visible. The Apple Genius I showed it to had never seen a similar problem before and since it was covered under Apple Care decided to just go ahead and order both a new display and a new video card. Total parts and labor for this trip would have cost me $798, but I pay nothing.

The best news is that with this Friday’s launch, Apple is bringing Apple Care+ to the iPad. Like it or not, the majority of damage to our (mobile) gadgets comes from accidental drops. Apple Care+ now covers your iPad for two such incidents and when the cost of replacing a screen is almost as much as the device itself, $99 suddenly seems like a steal.

Ask any geek who makes the best hardware, who’s products have the highest feeling build quality and they’ll most likely tell you Apple. Never-the-less technology inevitably fails. Hardware breaks and entropy rears it’s ugly head and when it does, trust me you’ll be glad you have it covered – spring for the Apple Care. The alternative is… unfortunate.

Charadium II, I Love You!

There are only a handful of games on my iDevices that have withstood the test of time and clung to my home screen. Some of these games include Carcassonne, Plants vs. Zombies, Orba, Tiny Wings and now Charadium II. Charadium is a classic Pictionary type game where players take turns drawing a word and guessing each other’s creations for points. There are a bunch of games of this genre in the App Store, but Charadium is far and away the best of breed I’ve played, and much of that is due to the attention to detail developer On5 has put into the app.

There are two main modes of play, Classic and Ping Pong. Classic lets you join a room with other random players or friends and compete in a round-robin, timed competition to guess words. The play is fast and furious and tons of fun. Drawings don’t have to be pretty they just need to communicate quickly. The faster someone guesses your word, the more points you will score. The other mode, Ping Pong, is my favorite when playing Charadium. Here you play with a friend and take turns drawing words from a list of three choices (easy, medium and hard). The harder the concept to draw, the more points you’ll net, but you also risk your opponent not guessing correctly at all. Incorrect guesses hurt your overall point total and can push your opponent to victory. I love Ping Pong games because they are not timed, you can play multiple games at once (like Carcassonne), and you get to choose the difficulty of the word to draw. Also, you’re not usually playing against random strangers so cheating (drawing words) is not an issue.

On5 makes a free and paid version of the app so you really have no excuse not to give it a try. Of course even the $2.99 iPad version is well worth the price and gives players full access to fun extras like more colors, more brushes and of course, no in-app advertising. This is a similar model we use at the Iconfactory for Twitterrific and it really is the best of both worlds. Charadium is also a great example of an app that improves measurably with each new update. In recent point releases, the game has added new brushes, new colors, the ability to play back all drawings (LOVE THIS), saving drawings to the camera roll and much more. There are still a few features I hope On5 adds like a paint bucket to quickly fill large areas with color, and a “Redo” command as well as undo, but overall the game play can’t be beat. Perhaps the App’s biggest failing, if there is one, is the need for greater stability. Ping Pong games sometimes get stuck and won’t advance, drawing previews are not always available or in-game chatting won’t dismiss. If the developers can find a way to make Charadium a bit more reliable, it would become one of my all-time favorite games for iOS.

If you love to draw, are looking for a fun, social game you can play in your spare time or like seeing how other players solve visual problems, Charadium II is for you. I enjoyed the game so much I bought a Cosmonaut Stylus from Studio Neat for my iPad just so I could draw better while playing. No matter what your level of artistic skill, there’s something for everyone to love in Charadium. Check it out!

You’re Gonna Need a Bigger Screen

Well not necessarily a *bigger* screen, but you will need one that sports more pixels per inch. That is to say if the predictions about the iPad 3 are true then your current desktop setup is about to feel very inadequate when developing for Apple’s mobile operating system, iOS. How so? It turns out that the new iPad’s predicted native screen resolution of 2048×1536 is larger than will fit comfortably on any of Apple’s current desktop hardware. At the Iconfactory I use a dual-display setup of a 30″ Cinema display and a 27″ iMac. Even my 30″ doesn’t support enough pixels to view the iPad 3′s screen (particularly in portrait) and that’s a problem.

When designing or coding for the iPhone and iPad, it’s critical to be able to view your work at a 1:1 ratio. It’s best not to view a Photoshop mockup or Xcode simulator window by zooming out, or compressing the pixels to fit the screen. Doing so makes it difficult to tell when interface elements like buttons, tabs and fields properly align or are positioned correctly. I could go into a long explanation of how the math for all of this works out, but TUAW’s Richard Gaywood and App Cubby’s David Barnard have already done that in fine style. If you’re interested in the ins and outs of screen resolutions then head on over and check them out. For my part, I just want to know how long I’ll have to limp along designing for a screen resolution I cannot see 1:1 without having to scroll around. David suggests that Apple won’t be in any particular hurry to bump up the resolutions of their desktop offerings and I have to say I agree with him.

To Apple, the customer comes first not the developer, which is how it should be. Higher resolution displays will eventually be a great selling point for new desktop Macs (and will solve developers’ iPad 3 problems), but they will undoubtedly take time to bring to market. Recent discoveries in Mountain Lion bolster the theory Apple has been planning higher density displays for some time but that doesn’t mean Tim Cook will be announcing them on March 7th. So if you’re a developer like me, be prepared to feel a bit cramped for a while. How long is anybody’s guess but I wouldn’t hold my breath.

For a Small Fee

There’s been increasing talk about how unscrupulous developers have gamed the App Store in recent weeks. Typically, shady devs will submit apps to the store that have similar names and app icons to top ten titles and in the confusion (and perhaps the additional hype from all the attention) users download these “scam” apps and push them ever higher. For honest developers who play by the rules, it’s a serious problem, and one that Apple needs to do a better job addressing.

There’s another way to get your app into the App Store’s Top Ten list however. With enough money, and a faulty ethical compass, you too can be sitting pretty atop the mountain of App Store competition. This morning the Iconfactory’s webmaster account received the following email from an address in China. The person (or persons) purported the ability to get your app to the top, fast. We were just one address of perhaps 100 or more in the “To” field including lockerz.com, skout.com, tumblr.com, okcupid and many more. Why they didn’t bcc the list is beyond me, but at any rate for a mere $10,000 USD, using thousands of “legally” registered iTunes accounts, they will download your app and help boost it into the top ten. How long it stays there just depends on how much you’re willing to pay.

We have large quantity of USA ,UK,CA itunes accounts, registered legally, we can promote your free app in the US, UK, CA store.Don’t waste time in promoting,leave it to us! We are professional team for you and we are the most powerful team for app promotion in China.

10,000 downloads in one store, need 1000USD

If you want the ranking, here is the price list for weekday only,please check:
—————iPhone app———————
US top10 24 hours 10000USD
US top10 48 hours is 15000USD
US top10 3 days is 20000USD
Each additional day the need to increase $ 5,000, up to 5 days,only for weekday

UK top10 24hours 3000USD
UK top10 48hours 5500USD
UK top10 3days is 8000USD
Each additional day the need to increase $ 2,500, up to 5 days,only for weekday

CA top10 24hours 2500USD
CA top10 48hours 4500USD
CA top10 3days 6500USD

————–ipad app only for separate app———————
US top10 24 hours 4000USD
US top10 48 hours is 6000USD
US top10 3 days is 8000USD
Each additional day the need to increase $ 2,000, up to 5 days,only for weekday

UK top10 24hours 1200USD
UK top10 48hours 2200USD
UK top10 3days is 3200USD
Each additional day the need to increase $ 1,000, up to 5 days,only for weekday

CA top10 24hours 1000USD
CA top10 48hours 1800USD
CA top10 3days 2600USD

Weekend day, subject to 20%

The problem of scam apps seems like a relatively easy one to solve compared to this sort of App Store gaming. Apple should simply do a better job identifying and rejecting offending scam apps at the review level. But with enough legitimate iTunes accounts there’s no real way for Apple to identify “fake” downloads from real downloads and keep bogus apps from rising to the top. Perhaps if it happens often enough Apple can develop algorithms to help identify offending accounts and close them, but I’m skeptical.

It seems clear that a re-work of the entire top ten system is in order, and not just because of the recent rash of scamming. Some apps like Angry Birds can stay atop the Top Ten list for months on end making it harder for other awesome, smaller apps to see the light of day. Perhaps Apple’s recent purchase of Chomp will help solve the problem of discoverability, but until then unfortunately there will always be shady individuals willing to prey on people’s greed and desire to succeed.

UPDATE: Matt Ryan over on LockerGnome reports a possible explanation for how these app “promoters” can secure thousands of iTunes accounts to artificially inflate apps – they steal them. Both Ryan’s PayPal and iTunes accounts were hijacked and then used to download copies of an app called iMobster. It should come as no surprise that when the promoter says he uses thousands of “legally registered” iTunes accounts, he means it except they’re not his. So not only do devs fork over tens of thousands of dollars, they’re most likely doing so to criminals who hijack legitimate iTunes accounts and milk them dry until they are caught and shut off. Alarming to say the least.

Even Faster Food

Blame the ailing economy if you like, but in recent years businesses have become more and more willing to experiment in order to get a leg up on the competition. Seeking to capitalize on the increasingly tech-savvy public, the acclaimed burger chain Five Guys, has introduced a new iPhone and Android application that aims to make your dining experience quick and effortless.

Five Guys joins the ranks of restaurant chains like Chipolte Mexican Grill and Outback Steakhouse that let customers not only browse their menus but also place a to-go order right from their smart phones. I take food out from local Greensboro eateries a lot and I usually try to call ahead so I can get in and out as quickly as possible. The breakdown in efficency usually occurs at the time of payment and so I end up waiting in line to fork over my debit card while I hope and pray my food is even ready.

When ordering with Five Guys’ or Chipolte’s apps, you specify what time you want to pick up your food, pay for it via secure ordering and even save your favorite selections for future reference. I tried the Five Guys app today and it was a dream. I entered the store, went directly to the pickup counter and simply gave my name. The order was ready to go and I was enjoying my lunch all within minutes of walking in the door.

I can envision a time in the not-too-distant future when customers won’t even need to pull out a wallet when eating at their favorite restaurant. The advent of smart phone payment apps like Square and iOS 5′s geo-fencing technology have already started to revolutionize the way people shop, and soon dining experiences like the one I had today at Five Guys will be the rule, not the exception. Now if we could only design an app to get us through TSA lines as quick and “painlessly”.

[Dan Frakes and David Lanham contributed to this post]

Tiny Wings: Tips & Tricks

Tiny Wings is an iOS game for the iPhone and iPod touch by programmer and artist Andreas Illiger. When it was released in February of 2011, it immediately earned praise as one of the most fun and addictive games to ever hit the App Store. Being a developer of iOS games myself, I’m always skeptical about such claims, but after having spent some quality time with Tiny Wings over the past few weeks, I have to say I agree.

The game is not without some level of frustration which is made worse by the fact that there is but a single interaction method – Touch the screen or don’t. Given such simple controls you’d think the game would be easy to master. Not so. The player slides over hills and vales and either taps to increase their decent or lets up to slow their decent to the ground. Where they land on a slope depends on how well they slide up the next hill and back into the air once again. Tiny Wings is a “height climber” style game ala Doodle Jump where the player tries to get as far as they can in a single session. When the game ends, the player must return all the way to the beginning and start over. The great thing about Tiny Wings is that it’s so engaging and addictive you really don’t mind starting over each time.

By far the greatest challenge in Tiny Wings is mastering the art of sliding. In order to succeed in the game, you’ll need to practice and become really good at hitting just the proper point on hills in order to achieve maximum momentum. Learning this skill can be tricky and when I first started playing I was so frustrated I was minutes away from deleting the game. Trust me when I say stick with it because once you figure out how to slide properly, the entire game’s fun quotient gets amped up by a factor of x1000.

Each hill has a small landing window on the backside that you can hit which results in a perfect slide. This keeps your momentum going and if you stack three perfect slides in a row, you’ll enter fever mode where every point you earn is doubled. Mastering perfect slides is key to climbing the leader boards in Tiny Wings. The more perfect slides you make in a game, the faster you’ll go, the more likely you’ll be to touch the clouds (bonus points) and the longer you’ll be in fever mode. All of these factors add up and when combined with coin collection, result in a higher final score.

In addition to mastering perfect slides, there are a few tips and tricks I’ve learned that may help you get further and score higher in Tiny Wings. As with anything, your milage may vary but as School House Rock taught me, knowledge is power, so here you go:

Nest Up - Take time early on and knock off some of the game’s achievements in order to “Nest Up” to the next level. Every time you increase your nest level you increase your score multiplier. For the first upgrade, you will need to perform 7 Perfect Slides, gather 100 coins in total across all games, and reach the fourth island in at least one game.

Touch the Sky - Try and touch the sky as often as you can because doing so earns you 20 points times your multiplier. Each touch represents an ever-increasing award of bonus points towards your final tally.

Reset Button - If you don’t leave the first island in fever mode, start over. In fact, if I’m not in fever mode one half way through the first island I usually kill my game and begin again. Since you’re so close to the start you don’t lose a lot of time for trying this technique. Trust me, you’ll be glad you did.

Play on an iPad - If you own an iPad I urge you to play on it instead of the iPhone. As of this writing, the game isn’t universal but it doesn’t matter. The iPad’s large, roomy screen makes seeing the oncoming terrain much easier and gives you plenty of space to place your finger that’s out of the way.

The main thing to remember when playing Tiny Wings is to try and stay calm and remain focused. If you miss a slide and start to lose momentum don’t panic just keep at it and get back into the groove as quickly as you can. If you spot a speed coin, gobble it up to quickly get air back under your wings and get going again.

All in all, Tiny Wings is a masterful creation that is sure to give you hours of entertainment and enjoyment. I have to hand it to Illiger because there aren’t many iPhone games that hang around on my home screen for more than a few days. Tiny Wings has joined Parachute Panic, Orba, Plants vs Zombies, Hot Plates and Carcassonne as one of my all-time favorite iOS games. Have fun and fly far my tiny-winged friends!

You Complete Me

It’s been almost seven months since the release of the Apple iPad and in that time I’ve gotten to know the device very well. I know what the iPad is good at and what it could do better, and I’ve come to embrace the fact that I love the darned thing. Lately, I was struck by just how much it has changed my daily routines and work flow. Before the iPad, after work I would come home and spend some time relaxing before dinner. This usually involved watching some TV or surfing the web on my Mac in my home office. After dinner I would invariably end up back in front of the computer surfing, answering email, playing online games or just generally putzing around.

Just this past week I suddenly came to the realization that I had not sat down in front of my iMac for nearly a week. Honestly, at first I thought this had to have been a mistake, I mean comon, a week? Sure enough, if not for an automated email bill payment reminder I received, I might have gone even longer. Incredibly, the iPad has allowed me to do nearly everything I used to use my desktop Mac for on a nightly basis. I surf, check email and especially tweet, all from the comfort of my living room via my iPad. The typical routine of gravitating to the home office has transformed into one of relaxing in front of the TV, iPad in hand, playing a friendly game of Carcassonne or watching an episode of Babylon 5 via Netflix until I usually fall asleep on the couch.

There are still some things still I prefer to do on my iMac such as online banking, instant messaging with friends (the AIM app on the iPad just doesn’t cut it) and of course doing actual work in Photoshop and Illustrator. But aside from these tasks, which seem to come few and far between, the iPad gets the job done with style. Its super-long battery life, combined with my favorite applications mean that I have the power to do what I enjoy in a mobile setting that doesn’t involve a keyboard or burning my lap. The iPad hasn’t replaced my need for a desktop computer just yet, but it has unchained me from my desk and given me reason to pause when I start to head into the home office. I think to myself “Is this something I could do on my iPad?” It’s no wonder PC netbook makers are scared. They should be, this is the future of personal computing.

The Art of the Ringtone

Although modern smart phones can play a wide variety of musical and audio files as ringtones, very few work well. Popular songs are great for entertainment but aren’t written as attention getters from inside your pants pocket. Ever since the iPhone debuted, I’ve been using Marimba as my ringtone. Not because I’m a technophobe who doesn’t enjoy customizing his phone, but because nothing I tried managed to catch my attention like Apple’s default setting.

A couple of weeks ago, I had a brainstorm to ask friend and one of the composers behind Ramp Champ, Mike Weiser, to create a custom ringtone for me based on Marimba. I asked him to take the main theme from one of my favorite films and “Marimba-ize” it, with the following awesome results:

Please don’t ask me to post the Marimba-TRON ringtone. It’s based off music by Wendy Carlos written for the Disney movie and I had it made for my personal use. The last thing I’d want is to get myself or Mike in any trouble by re-distributing it. If you’d like your own custom designed ringtone, be sure to head on over to Mike’s website and learn all about the music-based services he provides, which now includes ringtones. Now if you’ll excuse me I’ve got to go watch that TRON Legacy trailer for like the 50 billionth time. Is it December yet??

Twitterrific’s Tough Love

When you love someone it’s hard to say no to them. You’ll usually do anything to please that person even if it goes against your better judgement. The inability to say no can also extend to the realm of software development. Companies can get so caught up in the desire to give users the best and brightest features they forget about the dangers of feature creep. They forget about good design. Such was the case with Twitterrific for the iPhone.

Somewhere during Twitterrific’s evolution from the desktop to the iPhone, we forgot how to say no. We said yes to too many of the latest features, 3rd party services and user requests. Eventually this “leap before you look” approach increased the complexity of the user interface and made the app’s settings too confusing for even us to figure out. A growing chorus of users told us the app was too hard to understand. We had lost our way.

The announcement of the iPad changed all that. Constrained by the 60 day launch deadline, we set about to create a fresh version of Twitterrific that would be dead simple, include all of Twitter’s core features and be a joy to use. The result was Twitterrific for iPad which is now available on the App Store. Many of the extraneous features from the iPhone version were initially removed including *all* of the app’s settings. There are no layout controls, body text compression, address book, themes and no tap shortcuts. What we present in exchange is simply the most friendly, easy to use Twitter client available anywhere. Like the iPad itself, Twitterrific is now designed for the masses. Those fabled 80% of users that Steve Jobs mentioned at the product’s launch are now our target audience. Early reaction to Twitterrific for iPad has been very positive. The app is decidedly easy to use and has a feature set that the majority of users want.

The result is a strong user experience that is influencing our efforts on the iPhone as well as the new upcoming Mac version of Twitterrific. Having eventual parity across all versions of the application will cut down on technical support requests and free up our development time, resulting in more regular updates and bring Twitterrific to a wider audience. Will we bring back some of the most heavily requested features? Yes, versions 1.0.1 and 1.1 for iPad have already added requested features like 3rd party push, reply all and picture uploading.

Twitterrific 3 for iPhone benefits from all the work that has already gone into the iPad including: proper retweets, lists, saved searches and more. Add to this the long-awaited full landscape support that our users have been crying out for and Twitterrific is a whole new experience on the iPhone. All these things aside, rebooting the app in this fashion has allowed us to evaluate each feature on its own merits. Free of the pressure to include everything but the kitchen sink, Twitterrific now starts fresh and will gain new users. Once all the versions are in sync, we can concentrate on bringing updates to Twitterrific across all platforms simultaneously. This will hopefully allow us to avoid the pitfalls of having one version wildly out of sync with the rest (like the current Mac version).

In the end, this approach benefits both the customer and the Iconfactory and makes for less frustration. We realize that some current users of Twitterrific for the iPhone may lose a few of their favorite features as we move towards these new versions. Some may even seek out other Twitter clients as a result and if that’s the case, I’m okay with it. It’s impossible to please everyone, so we’ve decided to focus on those like us who want a streamlined and straightforward Twitter experience. Our days of trying to be the everything-under-the-sun Twitter client are over. Tough love has taught us saying “no” leads to beautiful things. The best is yet to come, I hope you’ll join us.

Related posts:

For more information about the changes coming to Twitterrific, be sure to check out David Lanham’s post on optimizing the user experience (including more screen shots from version 3 for iPhone) as well as Craig Hockenberry’s piece on why simplifying a design is so important. Thanks!

iFavorite Things

Unless you’ve been living on the far side of the island for the past 3 months, you’ve probably heard of the iPad. You’ve probably already read more than your fair share of reviews of the device and what to expect from Steve’s latest magic marvel. Two of my favorite reviews so far are Jason Snell’s wonderfully complete write up as well as Sean Blanc’s take on the iPad. However, rather than pile on my own full review I thought I’d go with the “less is more” approach. Here, in no particular order, are my favorite and least favorite things about the iPad. You’re milage may vary.

Good – The screen. It’s sharp, lush and super crisp.

Bad – The smudges. This thing shows fingerprints like a poor man’s crime scene.

Good – Speed. Holy crap this thing is fast. Apps launch, Safari scrolls and zooms, home screens load all tremendously fast. If you own an iPad and yours isn’t blazingly fast, you’ve either jailbroken it or offended it in some way. This thing flies.

Bad – The weight. It weighs about .5 – .75 more lbs than I would like. It’s not a huge deal, but holding it in one hand will quickly give you a workout. This is undoubtedly the handiwork of the super-long battery life which helps me deal, but I hope iPad 2.0 weighs less.

Good – Did I mention the battery life? It’s like crazy nutty awesome. I sat with my iPad on last night for about an hour using Twitterrific and Safari and went from 100% to about 97% battery. The iPad is doing some crazy ass power management.

Good – iBooks. The application is beautiful, thoughtfully designed and a joy to use. Almost makes me want to read more. Almost.

Good – Blue tooth keyboard pairing. This to me, is the killer feature. Once paired with my Apple wireless bluetooth keyboard my iPad effortlessly became a mini Twitter station next to my iMac. The keyboard can wake the iPad from sleep without the need to unlock and the function keys even control the iPad’s brightness, volume and media controls (play, ff, pause, rewind).

Good – Apps. There are tons of great apps out there for the iPad. In no particular order, my favorite apps so far include Articles, Things, Epicurious, At Bat 2010, Deliveries, Instapaper and my favorite of course is Twitterrific.

Holding and using the iPad makes all the difference in the world. Pictures, even video doesn’t do the device justice. It feels natural to manipulate and beats the hell out of a laptop for casual surfing, tweeting and replying to email. In the game department, the iPad will give all other mobile gaming platforms a serious run for their money. Watching movies & TV shows is light years better than watching them on my iPhone.

Overall the iPad is yet another feather in Steve Jobs’ and Apple’s cap. Even if I didn’t develop apps for a living, I’d still buy one for myself because its just so darned fun and effortless to use. The iPad is certainly a game changer and if nothing else has proven that despite Microsoft’s failed efforts to the contrary, tablet computing can be successful. Check it out.

The Music of Ramp Champ

For designers and artists, the chance to collaborate with others who share your passion for creation is a wonderful event. Ideas feed off of each other and lead to new connections which can both surprise and delight. Such was the case while scoring Ramp Champ, the Iconfactory’s & DS Media Labs’ ode to the classic games of Skee-Ball and pinball for the iPhone. I’m pleased to report the game’s soundtrack was recently released on iTunes, something none of us at the factory could have dreamt of happening.

When we originally designed the game’s ramps, we knew we wanted the quality of the music to match the fidelity of the visual elements. Having a generic track repeat itself across multiple ramps, from outer space to under water, wasn’t going to be fun for the player. During the initial production phase of Ramp Champ, composer Noe Ruiz took the lead and created many of the tracks for the default levels such as Clown Town, Breakwater Bay and Space Swarm. Noe has a wonderful ear for rhythm and was able to incorporate these into the widely varied themes with ease. Of all the tracks he originally produced for Ramp Champ, Space Swarm (along with it’s dance and techno re-mixes) has to be my favorite of the bunch. Space Swarm is filled with old-school retro arcade sound effects that play perfectly into the look and feel of the ramp, helping to evoke the feel of a classic 80′s arcade game.

Atomicon’s David Weiner took up where Noe left off and came on board to help us produce the music for two of the game’s add-on packs. The Challenge Pack featured Molar Madness and Happy Place, both of which required a decidedly twisted approach when it came to the score. David’s work on Molar Madness is nothing short of brilliant. The samba-like piece he created for the ramp is both catchy and just the sort of thing you’d hear coming from the speakers of a dentist’s waiting room. Molar Madness is, without a doubt, one of my favorite pieces in all of Ramp Champ. Happy Place somehow managed to take the absurd notion of dolphins and unicorns floating in the sky and give them life. The track is zippy and light, but has decidedly dark undertones that foreshadows ominous events the player encounters within the level.

When it came time to write the music for our special Halloween add-on pack, David once again stepped up and gave us two wonderfully spooky tracks. When I approached him about Trick or Treat, I knew I wanted music that sounded both eerie as well as innocent. The ramp features children as they roam a neighborhood for candy on Halloween night. As we talked through our ideas, one of our inspirations was Vince Guaraldi’s classic Great Pumpkin Waltz from “It’s the Great Pumpkin Charlie Brown”. David’s final piece has this jazzy feel as well as elements that remind me of the creepy TV cult hit Twin Peaks, which worked out wonderfully. The other piece in the Halloween Pack, Grave Danger, draws obvious inspiration from Disney’s classic Haunted Mansion with all kinds of over the top scary sound effects like thunder, ghosts and werewolves.

For our 3rd release, David Weiner was already busy scoring the Challenge Pack as well as our other iPhone title, Pickin’ Time, and so we turned to composer Mike Weiser. Mike has created music for many iPhone games including Stick Wars and Tower Land and I was fortunate to be able to work with him on Plunderin’ Pirates and Star Struck. Mike’s score for Plunderin’ Pirates, inspired by Disney’s famous Pirates of the Caribbean ride, is one of the funnest pieces in the game and does a great job of evoking the high seas thanks to the use of instruments like the accordion and steel drums. The sound effects I produced for the ramp added to the overall feel and makes for what many players have called their favorite level in the game.

On Star Struck, both Mike and I decided to create something that reminded the player of space exploration, like you’d hear sitting in a planetarium. The “computerish” tones that come in at the start and end of the track were originally an ode from one of my favorite films ever, The Hitchhiker’s Guide to the Galaxy, although Mike masterfully made them his own in Star Struck. The album version of Star Struck that appears on the soundtrack is a specially composed version of the game’s track and is my favorite piece in all of Ramp Champ. You’ll be able to catch more of Mike’s work in the Iconfactory’s next software title, coming to the iPhone in the second quarter of 2010.

Collaborating with Noe, David and Mike on the music for Ramp Champ was, without a doubt, one of the most rewarding things I’ve done during my time at the Iconfactory. The talent these guys posses to take one’s creations and run with them musically is nothing short of astounding. Their work made our efforts that much better and for that, we are all grateful. With Atomicon’s help, we’re proud to finally be able to bring you the complete original soundtrack. I really encourage you to check it out and hopefully you’ll enjoy listening to it as much as we had bringing it to you.

Orba: My New iPhone Obsession

Every once in a while you run across a piece of software that’s so elegant and well done it makes you smile from ear to ear. Orba, the new free puzzle game from Kieffer Bros. is such an application. Released for the iPhone and iPod touch in late November, Orba is a great example of casual gaming in the spirit of Bejeweled or Tetris.

I love games that can be explained in 25 words or less and Orba’s just such a game. Clear as much of the board as possible by tapping chains of three or more same-colored orbs. The bigger the chain, the more you score. The premise is simple, but after playing just a few games it quickly becomes apparent tap mashing won’t get you very far. Each game starts with only 3 colored orbs shown on the board, so creating long chains of like colors is relatively easy. As you progress, more and more colors are introduced and it becomes quite difficult to clear enough of the board to be able to continue. When no chains can be cleared, the game is over.

As is the case with much of the software that lives on my iPhone, I first discovered Orba via a tweet from a friend, Jason Snell of Macworld. Since I know all too well how important it is to get the word out about great iPhone apps, I’m only too happy to recommend Orba to all of you iPhone and iPod touch users out there.

The game’s user interface is drool worthy. Everything about the game’s design just seems right from the user interaction and the help screens to the friendly “Hello Again.” message that greets you every time you begin. The UI is minimal, but elegant and does a wonderful job of not getting in the way as you play while still looking freakin’ cool. About the only thing I probably would have done differently are some of the sounds. They too are minimal, almost to a point of being non-existent. Despite the audio nit pick, the designers at Kieffer Bros have a well-earned reputation for beautiful software and their work on Orba is no exception.

As a causal gamer, I was surprised and delighted to find that Orba was being offered on the App Store absolutely free. As a fellow developer of iPhone titles, I would have gladly paid upwards of $4.99 for this wonderful piece of art masquerading as a casual game. Since my parents always taught me never to look a gift horse in the mouth, I won’t say any more regarding the decision to give away Orba except to say “Thank you” to the folks behind the orbs. I’ve already gotten many hours of enjoyment out of the download, and that will most likely continue for some time.

I love that I can play this game for a few minutes or hours on end, pause and come back at will. Since there is no time constraint, the only pressure to achieve higher scores are the ones you impose on yourself. Orba doesn’t have online scoreboards or social network boasting, but it doesn’t have to. It is what it is. If you’re looking for a well designed, friendly and casual game for your iPhone, Orba just might be the game for you. Head on over to the App Store, download a copy and let me know when you break the million point mark.

UPDATE: Of course on the very day I decide to publish this post, Orba goes from free to 99¢. I’m actually glad they made it paid since it’s worth 4-5x what they are asking for. You can still try the first 12 levels for free by downloading Orba lite so no harm, no foul.

The Domino’s Effect

Back in August I wrote a post about the need for increased feedback in the review process for Apple’s App Store. I made the thoughtful (and delicious, I might add) case for how the folks at Domino’s had the right idea when they unleashed their famed Pizza Tracker into the online world. The Pizza Tracker allows customer to see each step of the pizza making process thereby eliminating anxiety, fear and doubt in the mind of the hungry consumer. It stood to reason that one of the ways Apple could make the whole review process easier for the fragile psyche of today’s iPhone devs would be to supply more information when apps are submitted for review. I’d love to claim that it was my well-timed blog post that spurred Mr. Jobs into action, but alas I have no tangible proof.

What we do know however is that Apple has introduced a new status history to the review process thereby removing some of the mystery of where your app is on its road to public release. As Mashable reported this week, it may not tell you the actual name of the individual(s) reviewing your application, but it does let you know what stage your app is in, why it might have been rejected, how to correct and so on. This is certainly good news for iPhone developers like myself who no doubt take the change to mean Apple is listening to its critics. The change comes just a bit too late for famed iPhone developer Joe Hewitt however.

Hewitt, the noted dev behind the massively popular Facebook app, announced rather publicly this week he was abandoning the iPhone in favor of mobile web-based applications. Hewitt cited the restrictive policies of Apple’s app review process as the main reason he was leaving and it’s more than fair to say his departure has made other developers sit up and take notice. Overall I find Joe’s protest a good thing but considering his application had the App Store approval process wrapped around its little finger, more than a little ironic. At one point, the Facebook app had no less than 3 updates pushed to the App Store within 72 hours of each other. This is something unheard of in the iPhone development community, unless of course you’re a massive juggernaut like Facebook.

In the end, Apple’s addition of the new status history and even Joe’s rather public resignation from the App Store should help the platform. These developments can’t come soon enough. The staggering growth of applications for the iPhone has meant ever-decreasing visibility for publishers, longer wait times, mounting frustrations and increased competition. With this week’s update, Apple is doing what it can to help turn the tide of criticism before it snowballs out of control. I just wish they’d have delivered it in 30 minutes or less.

UPDATE: Add iPhone developers Rogue Amoeba to the list of developers who are quitting the platform. Four months of delays, roadblocks and black bag treatment by the App Store and it’s broken (yes, it really IS broken) review process has been enough for them. In my Losing iReligion blog post, I said that if things didn’t get better, we’d start to see developers head for greener pastures. Guess what? It’s really starting to happen. All those who commented that there’s nothing wrong with the App Store, go read RA’s post. Then read it again. Not surprisingly, it’s going to take more than a status history to make iPhone developers happy.

UPDATE II: Brett Archibald Jeff Lamarche offers a different view of the Rogue Amoeba situation and comes to the defense of Apple and the App Store. Jeff makes some good points, it’s certainly not a black and white issue. I think the thing that makes RA’s situation so bad is that it took 4 months to resolve. Three-four weeks inbetween submissions to know if your fix is correct is unacceptable in my book.

Losing iReligion

A great deal has been written about the App Store, both good and bad, and much of it comes from developers I know and respect. It almost seems pointless to add my own thoughts to those who are more widely known and respected than I am, but given how my feelings have evolved regarding the App Store recently I think it’s worth a shot. If what I have to say gives a potential iPhone developer reason pause and re-examine their entry into the space then it will have been worth it.

The App Store is broken. I know from the outside glancing in, it may not look that way but it is. It also doesn’t seem like it’s broken from Apple’s point of view since the store and its tens of thousands of software titles have helped place the iPhone firmly at the head of the smart phone industry. But speaking as a small developer who’s been releasing Mac software for over a decade, the App Store is broken. The ironic part is that if you had asked me this a few months ago I would have denied it with my dying breath.

Since it first launched in July of 2008, the App Store has been evolving and changing to suit the needs of both Apple and consumers. Unfortunately for developers many of these changes have hurt more than they have helped. The utter race to the bottom of the pricing structure by thousands of developers has created tremendous pressure to set applications at either free or near free price points. I know this first hand because when Twitterrific for the iPhone first debuted we set it’s price at $9.95 which, by today’s App Store standards, is almost unheard of. It wasn’t long before lagging sales and increased pressure from competition forced the Iconfactory to lower the application’s price to $3.99, still “expensive” by App Store standards. Not only was the price lowered, but the feature set was more than doubled and yet many users still complain it costs too much. While these changes represent perks for users, it also means that sustaining profitability for a given piece of software in the App Store is nearly impossible unless you have a break-away hit.

This leads me to the next point of failure for the App Store – visibility. Everyone has heard about the so-called “gold rush” certain developers have experienced. Flight Control’s 1.5 mil sales record. Trism’s incredible $250,000 short-term bonanza. But for every one of these lottery wins in the store, there are hundreds, if not thousands of developers who see little if any return on their investments of time and money. What’s worse, the success or failure of a particular piece of software in the App Store depends as much on Apple deciding to feature your creation as the creation itself. One can shift the tables in one’s favor with a sizable advertising budget, but many of us like the Iconfactory don’t have such generous resources at our disposal.

When the Iconfactory & DS Media Labs released our latest iPhone game, Ramp Champ, we knew that we had to try and maximize exposure of the application at launch. We poured hundreds of hours into the game’s development and pulled out all the stops to not only make it beautiful and fun, but also something Apple would be proud to feature in the App Store. We designed an attractive website for the game, showed it to as many high-profile bloggers as we could prior to launch and made sure in-app purchases were compelling and affordable. When the moment came, Ramp Champ shot up the charts quickly but just as quick, it hit a brick wall. Within days the app that had peaked at #56 on the top paid chart fell off the top 100 despite receiving praise from users and reviewers alike. The lack of store front exposure combined with a sporadic 3G crashing bug conspired to keep Ramp Champ down for the count.

A new version that corrected crashing was completed quickly, but once again the App Store reared it’s broken head as the review process kept the fix out of user’s hands for almost two weeks. By this time it was too late and momentum had been lost. Despite a “What’s Hot” feature by Apple in the App Store, Ramp Champ’s sales have not lived up to expectations for either the Iconfactory or DS Media Labs. What’s worse, many of the future plans for the game (network play, online score boards, frequent add-on pack releases) are all in jeopardy because of the simple fact that Ramp Champ hasn’t returned on its investment.

In order for a developer to continue to produce, they must make money. It’s a pretty simple concept and one that tends to get lost in the excitement to write for the iPhone. It’s difficult for me to justify spending 20-50 hours designing and creating new 99¢ levels for Ramp Champ when I could be spending that time on paid client work instead. I would much rather be coming up with the sequel to Space Swarm than drawing my 200th version of a magnifying glass icon. But I’d also like to have some assurances from Apple about reducing the length of the App Store approval process, having the ability to respond to factually incorrect iTunes reviews, not be limited to 100 beta testers, or that large, prominent developers won’t always get preferential treatment. In short, I’d like to know things will be fixed and I don’t mean merely posting a page of marketing text in iTunes Connect.

It is a truism that everyone who creates content is a control freak. From fine artists that decide what gallery their work will hang in, to architects who scratch tooth and claw with stubborn clients about what materials will be used in construction. Software developers are no different. We all want as much control over our creations as we can possibly have and the App Store in it’s current state has removed a significant level of control from our hands. I’m not ready to throw my lot down with those who have renounced the platform just yet, but unless some significant changes come very soon, myself and others like me will have no choice but to focus our development efforts elsewhere.

UPDATE: Several developers have contacted me and told me privately that they think it isn’t so much the App Store that’s kept Ramp Champ from being a success as it is the game itself. Given the fact that Freeverse’s newly released and shallower ‘Skee Ball’ currently sits at #6 in Top Paid apps in the store, part of me wants to agree. I could second-guess myself about what didn’t go right with Ramp Champ but in my heart of hearts I know RC is better than 90% of the games that get to the top of the list. I have to keep telling myself that what doesn’t kill us will make us stronger in the end. Hopefully.

UPDATE II: Seems I’m not the only one cooling to the idea of developing for the iPhone. Macworld’s Dan Moren reporting from the C4 independent developers conference says many of the developers are frustrated at their lack of control in the App Store. I’m glad to know I’m not the only one.

UPDATE III: Marco Arment has written an excellent piece that addresses my post. I agree with much of the analysis there and tend to think that their may indeed be “two App Stores” so to speak. As a result of suggestions from both Marco and the commenters here, Ramp Champ’s vague app store description has been re-written and new screen shots posted to show more content. Thanks to everyone who suggested these changes, I think they will definitely help sales.