Apple Unresponsive to iPhone IM App ‘Trillian’

trillian-contactlistThe makers of Trillian, a popular desktop instant-messaging client, say their iPhone app is stuck in limbo with Apple’s App Store reviewers. The developers submitted the Trillian app two months ago and have not received notice of approval or rejection.

“We’ve been getting more and more questions from customers wondering where the heck our iPhone App is,” Trillian developer Cerulean Studios wrote in a blog post. “Unfortunately, we have no idea.”

The Trillian client allows users to connect to multiple IM services, including AIM, ICQ, Windows Live and Yahoo Messenger. A special feature of the software is automatic synchronization between devices. Thus, if you change your AIM avatar on Trillian on your desktop system, for example, that change will be reflected in the Trillian iPhone app.

Apple’s App Store approval policy has been notoriously questionable and inconsistent. For example, Apple rejected Eucalytpus, an e-book reader, because it was able to retrieve the Kama Sutra. In response to widespread scrutiny, Apple later approved the app.

Cases like Trillian’s — where Apple will neither approve nor reject an app — can be even more mysterious. In March, FreedomVoice Systems told Wired.com it was tabling development of its voice app Newber, because Apple ignored the app for six months, giving it neither the red nor the green light. The developer claimed Apple’s negligence amounted in a loss of approximately $600,000 invested in Newber. Today, Newber is still not for sale in the App Store.

Will Trillian meet the same fate as Newber? It seems unlikely Apple would reject an IM app, considering there are several similar apps available in the App Store. More likely this case suggests Apple is overburdened with apps. According to Apple, the App Store review team consists of 40 reviewers, and two reviewers evaluate each app. On average, they review 8,500 apps a week; the App Store currently serves over 85,000 apps.

See Also:


How the iPhone’s App Store Could Stimulate the Flash Economy

9423_screensource11
Thanks to new tools provided by Adobe, the iPhone has the potential to transform the Flash programmer community from an experimental playground into a lucrative industry.


Adobe last week announced that its new version of the Flash Professional CS5 developer kit will include tools to convert software written in Flash into standalone iPhone apps. That creates the opportunity for Flash developers to submit Flash-ported iPhone apps to Apple; if Apple approves those apps, they can then be sold through the iTunes App Store.

The community of Flash programmers is 1 million strong, according to Adobe, but very few of them make any decent money since the platform lacks a clear and consistent business model. Thus, the prospect of selling software through the App Store, which has served over 2 billion downloads and earned some developers hundreds of thousands of dollars, could be enticing to many Flash developers.

The result could be a large flood of new Flash-ported iPhone apps, as well as heightened interest in developing for the Flash platform.

“Whether the iPhone can bolster a good enough performance to do intensive mobile Flash games we are unsure of,” said John Cooney, head of game development at Flash game company Armor Games. “But if it can it’s going to open up doors for several Flash game developers, including myself personally, to become iPhone developers.”

Why aren’t many Flash programmers making a living off their code? It’s just not very easy to do. If you’re in the Flash industry and you’re not a big studio-affiliated website like Hulu — or if you’re not employed to develop Flash for larger companies — you’re most likely an independent developer coding games. For creators of Flash games, there are three primary sources of revenue: 1.) Up-front sponsorship deals with larger websites (such as Kongregate.com or AddictingGames.com), in which developers agree to brand their games with the website’s company name; 2.) Selling licenses of their games to other web portals, allowing visitors to play the game for free; 3.) Embedding advertising into their games.

The major hurdle for independent Flash programmers is the difficulty of getting people to pay for website-based games, said Greg McClanahan, game sponsorship director of Kongregate. And that’s where the App Store might help.

“Flash developers can already get a few million views of their game and it wouldn’t be a huge deal, nor would they necessarily make significant money from it,” McClanahan said. “They’re coming from an industry where it’s very difficult to charge people for their games, though I imagine it would be a lot easier on the iPhone than on the web, due to the different mentalities of the potential customers.”

Because Flash programming isn’t a highly lucrative business, many of the game developers in the Flash community are teenagers or college students making games for the sake of learning and experimentation; money is a side goal, McClanahan said. Also, Flash development is popular in third-world countries. Thanks to currency exchange rates, that means a little bit of revenue can still add up to a lot of money for an overseas programmer. If, for example, a programmer receives sponsorship from U.S.-based Kongregate, he’ll receive U.S. dollars no matter where he’s coding — even a third-world country where the dollar is strong.

“A guy in Indonesia made enough off his Flash game and bought a house,” McClanahan said. However, he added, “[those] results [are] not typical.”

Whether bigger entrepreneurs are going to step into Flash programming because of the iPhone will depend on the results for Flash-ported iPhone apps in the App Store.

There have, in fact, already been a few big App Store hits from Flash developers who manually recoded their games using the iPhone SDK. In June, Armor Games’ $1 puzzle game Shift reached no. 6 in Apple’s list of top paid apps for over 40 days, according to iPhone app review site 148Apps. That translated into $30,000 in revenue, and the game is continuing to sell 1,000 copies per month, according to Shift developer Daniel McNeely.

Another popular Flash-ported iPhone game was Bloons, which reached as high as no. 2 in the App Store in May and spent over 100 days in the top 100 paid apps list, according to 148Apps.

“I think I’d call that a success,” said Jeff Scott, editor of 148Apps.

Whether the iPhone will dramatically stimulate the Flash economy is up for debate. Adobe’s new conversion tools won’t be available until the end of the year, so concrete data won’t be available until early 2010. Also, Flash developers might be turned off by horror stories uttered by iPhone programmers who have failed to make money, largely due to Apple’s inconsistent and unclear App Store approval policies.

However, what is clear is what Adobe has in mind with this new Flash-to-iPhone conversion tool: Evangelizing more developers and getting them to join the Flash community, said James McQuivey, a Forrester analyst.

“From Adobe’s side what they’re hoping for is that people who are currently developing using Apple’s tools might be able to do future versions of their product with Flash,” McQuivey said. “From a developer’s perspective you’d rather write once and port to one common application on several devices. It’s not going to be Apple’s development language that ports to the connected TVs and netbook computers and so on. It’s more likely it’s going to be Flash.”

Regardless of whether or not Adobe’s Flash-convertion tool will produce an impact, the Flash programmers will definitely benefit from having the option to port their software into iPhone apps, Cooney said.

“If I can make a game, stick it on a web page, stick it on my iPhone, and then stick it wherever else Flash decides to go, then I am most certainly going to find it much more lucrative,” Cooney said.

Updated 12 p.m. PDT to draw a clearer comparison between independent iPhone app developers and independent Flash developers.

See Also:

Photo: Jon Snyder/Wired.com


Tweetie 2 for iPhone Flutters Into the App Store

3996823984_6fee23dbfcA new version of our favorite iPhone Twitter app Tweetie just flew into the App Store. It’s got a cleaner look, a few extra features, and most importantly, it’s much faster.

We’ve had some time to test Tweetie 2, and so far we’re loving it. Like its predecessor, it’s a gorgeous, elegant app that demonstrates keen understanding of user interface design.  New features include a menu to view trending topics, a drafts manager, and the ability to post videos with your tweets.

A pretty impressive feature is the “Nearby” button, which launches a map that automatically sweeps the area for nearby Twitterers. Tapping each blue icon displays their user name and tweet. It’s kind of like a beefed-up Google Latitude.

The improvement you’ll care about most is the huge boost in speed. Tweetie 2 is completely rewritten with the iPhone OS 3.0 software development kit, so it takes advantage of all the performance gains in the new operating system. This should turn semi-active Twitter users into tweeting machines!

Just like its predecessor, Tweetie 2 is three bucks. Yes, you have to pay again even if you already paid for the first version. But we have no problem with this, because it’s a major upgrade, and AteBits developer Loren Brichter earns every penny. Think about it this way: If you bought a slice of pizza today, would you expect to get your next slice tomorrow for free?

Download Link
[iTunes]
Product Page [Atebits]

See Also:


Apple Rejects ‘SomeEcards’ iPhone App for Satiric Material

rem_61mov_81
This comes as no surprise: Apple has rejected an iPhone app submitted by SomeEcards, a website that hosts egregiously satiric e-cards.


In its rejection letter, Apple said it could not accept the SomeEcards app because it “contains objectionable content and content that ridicules public figures.”

What’s actually surprising is that the screenshots Apple attached with the rejection letter, pointing out which content was objectionable, were all related to poking fun at famous people, including Adolf Hitler (above).

Oddly, Apple didn’t attach any examples of SomeEcards’ non-celebrity-related e-cards that some could consider pretty offensive. Several of the cards on the site are satirically racist or sexist (see image below the jump).

Apple has come under scrutiny for its questionable and unclear approval policies regarding the iPhone’s App Store. In the past, the company has rejected politically satiric apps such as MyShoe, a game that involved throwing shoes at a cartoon George W. Bush. However, Apple approved Baby Shaker, a game that involved shaking a baby to death, which sparked parental outrage. Apple later pulled Baby Shaker, admitting its approval was a mistake.

In a response to Apple’s letter, SomeEcards co-founder Duncan Mitchell said the rejected cards were clearly satiric. He requested clarification on the rejection, adding that other apps contain similarly satiric material. For Mitchell’s e-mail response, check out SomeEcards’ blog.

picture-31

See Also:


Illustrations: SomeEcards


Flash Apps We’d Like to See on the iPhone

9423_screensource1

Adobe is finally bringing Flash to the iPhone. Now’s your chance to tell us what you think programmers should use this awesome power for.

Adobe has been working long and hard to finagle Apple into imbuing the iPhone with a full Flash experience. The solution unveiled Monday was a compromise at best: Adobe announced its new development kit would convert software written in Flash into standalone iPhone apps. Though this is a lesser Flash experience, Adobe claims there are over 1 million Flash developers worldwide, so expect a flood of new Flash iPhone apps and games to land in the App Store in the near future. Compare that to the 100,000 iPhone developers that Apple says are already out there, and you’ll get an idea of how this might start to change the landscape for iPhone apps.

That gets us in the mood for wishing. There are plenty of Flash-based games, apps and streaming-video sites we’d love to see turned into iPhone apps. Some examples include the Hulu TV-streaming service, the Straw Hat Samurai fighting game, or maybe even a mobile version of the Aviary multimedia suite.

Read on for our wish list of iPhone-ported Flash apps we’d like to see in the App Store. And after you’re done, feel more than welcome to suggest the Flash apps you want to see, in the Reddit-powered list below. If Flash developers see enough demand for their apps and games, they might feel compelled to deliver their wares to the iPhone.

One note: Before submitting your suggestions, make sure to check out Adobe’s limitations for converting Flash into iPhone apps. But keeping that in mind, let your imagination run wild. Ours have already.

Hulu
picture-4

We have a feeling consumers wouldn’t have created such a fuss over the lack of Flash on the iPhone if a Hulu app were available. Imagine how great that would be. Missed the first episode of Flash Forward? On your bus ride home, launch the Hulu app, punch Flash Forward into a search and stream the episode over a 3G connection — all free, with the brief interruption of a few ads. We estimate this will make commuters’ lives 40 times less miserable. (If a Hulu app ever appears, AT&T and Apple might cripple it to work Wi-Fi only, but hey — this is a wishlist, so we can dream.)

Straw Hat Samurai
picture-5
Samurai warriors are rad (almost as awesome as ninjas). Imagine how fun this game Straw Hat Samurai would be on an iPhone. The game involves using your mouse to draw lines onto the areas you’d like to slash your enemies to death. It’s charmingly simple, and with an iPhone it would be even better, using our fingers to swipe across the touchscreen to swing the sword. We think kids with an iPod Touch would especially love this game. Try it out at Kongregate if you haven’t already.

Dolphin Olympics 2
dolphin

Yeah, that’s right — we like this dolphin game. Got a problem with that? It’s fun. You take on the role of a dolphin, and the goal is to do as many tricks as you can in two minutes. Sounds like a stupid time waster, we know, but that’s what all games are, right? See if you can make the dolphin fly into space, and then tell us this game isn’t entertaining.

Aviary

Aviary is a pretty impressive multimedia suite coded in Flash. In your desktop browser you can apply effects and make basic edits to images, and there’s even a vector-editing tool. We wouldn’t expect this to translate smoothly into an iPhone app, but it’d be great to see a lighter version modified for iPhone owners. We’re a pretty multimedia-savvy bunch, aren’t we?

We’re just getting this conversation started. Your ideas are probably even better. Add your wishlist items for Flash-ported iPhone apps in the Reddit widget below. And don’t forget to vote!

What Flash software would you like to see as a standalone iPhone app? Submit and vote on wishlist items below.

What Flash software would you like to see as a standalone iPhone app? Submit and vote on wishlist items below.

Submit your wishlist item

While you can submit as many items as you want, you can only submit one every 30 minutes. No HTML allowed.

Back to top

See Also:

Photo: Jon Snyder/Wired.com


iPhone Rhythm Game Tap Tap Revenge 3 Strutting Into App Store Soon

tracklistA major update for the hugely popular iPhone rhythm game Tap Tap Revenge is awaiting approval from Apple and should be launching any minute now (or day, depending on Apple’s mood) in the App Store, according to its developer Tapulous. What’s new? Mainly, in-app purchases.

Digital music enthusiasts should already be familiar with the idea after playing the hit console game Rock Band, which features a store selling songs for $2 a track. Tap Tap Revenge 3 will be selling songs for 50 cents each and will also distribute free tracks from indie artists.

Artists selling songs through Tap Tap Revenge 3 include Smashing Pumpkins, Foo Fighters, The Killers and No Doubt. Each paid track will also come with its own theme to match the artist’s music.

As for overall gameplay, not much has changed, but in social mode you can play online against friends. Playing in social mode you can grab goodies such as bombs and other weapons to mess with your opponent. You can also create your own profile and participate in a chat room.

Tap Tap Revenge 3 will cost $1 in the App Store when it launches. Have a favorite artist whose music you’d like to see in the game? Make a suggestion in the comments section below, and just maybe your wish will come true. See more screenshots below the jump.

Product Document [pdf]

battletiesto1homescreen2player

See Also:


Rejected, ‘politically charged’ iSinglePayer app gets the green light

True to form, Apple has rethought its strategy on an App Store rejection, and has granted the “politically charged” iSinglePayer rights to terrorize potential buyers with its alarming messages. If you’ll recall, the application tackles the hot-button healthcare issue in America by offering spending advice for consumers and a GPS lookup for local Congress members’ and their healthcare-related donations. As we mentioned in our original post, it’s a pretty tame set of functionality, and certainly nothing that seems outwardly offensive (at least not any more offensive than lots of apps you can purchase). Just as with our previous complaints about Apple’s way of doing business, it’s not so much the rejections that bother us, but the unclear set of circumstances by which the company arrives at those decisions. Regardless, some firebrand app reviewer has seen fit to allow this townhall-rattling piece of software into the Store, so now you can go see what all the fuss was about for yourself.

[Via Daring Fireball]

Filed under: ,

Rejected, ‘politically charged’ iSinglePayer app gets the green light originally appeared on Engadget on Mon, 05 Oct 2009 20:03:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Flash Lands on iPhone — One App at a Time

flash

Adobe on Monday announced plans to roll out mobile versions of its Flash platform to several smartphones. Apple’s popular iPhone, however, is gaining a lesser Flash experience.

At its worldwide developer conference in Los Angeles, Adobe said it would be releasing Flash for mobile platforms including Microsoft Windows Mobile, Palm’s webOS and Google Android. But don’t expect Flash to come to the iPhone’s Safari mobile browser. Instead, Adobe is adding support to its Flash Professional CS5 developer kit to convert software written in Flash into standalone iPhone applications.

Let’s put it this way as an example: Ever watch videos on Hulu? If you own a Windows Mobile-powered phone, or the Google-Android G1, you’ll be able to watch Hulu videos through your phone’s browser. But for the iPhone, Hulu would have to use Adobe’s new development tools to create an iPhone app containing the Hulu experience.

Why the segmented experience for iPhone customers? Apple declined to comment, but some iPhone developers speculate Apple opted against a full Flash experience because of technical problems it could raise on the handset, such as battery drainage or sluggish web browsing. They also noted Flash apps could pose potential conflicts with Apple’s App Store policies. By requiring such applications to be submitted to Apple for inspection and approval, the Cupertino corporation retains control over the iPhone OS experience.

“These [smartphone] processors are going to become a lot more powerful now, but I think right now between battery and memory and raw processing power, performance is a major issue,” said Bart Decrem, CEO of Tapulous, developer of the popular iPhone game Tap Tap Revenge. “As an app developer I’m very focused on performance. I can see how Flash may not have the right performance characteristics yet.”

Many consumers have complained that the lack of Flash on the iPhone causes them to miss a major chunk of the internet. Several websites rely on Flash to support their streaming video, and a plethora of Flash applications and games are also available on the web. In the UK, two customers complained that Apple was falsely advertising the iPhone in a TV commercial by saying “all the parts of the internet are on the iPhone” when the handset does not support Flash. The UK’s Advertising Standards Authority deemed the ad misleading and pulled the ad.

In November 2008, iPhone developers told Wired.com they did not foresee a full Flash experience appearing on the iPhone at any point. The iPhone developers’ terms-of-service agreement prohibits Flash from appearing on the iPhone.

“An Application may not itself install or launch other executable code by any means, including without limitation through the use of a plug-in architecture, calling other frameworks, other APIs or otherwise,” reads clause 3.3.2 of the iPhone SDK agreement. “No interpreted code may be downloaded and used in an Application except for code that is interpreted and run by Apple’s Published APIs and built-in interpreter(s).”

Previously, iPhone programmers also pointed out that supporting the Flash framework would open a backdoor for Flash apps to appear on the iPhone, which could conflict with Apple’s approval guidelines for its App Store. Third-party software that Apple would prohibit from the App Store, such as apps containing malicious code, could possibly make it onto the iPhone via Flash.

Also, Flash apps could pose competition with Apple’s App Store. And while the App Store continues to flourish, recently exceeding two billion downloads served, there’s no economic incentive for Apple to rush to deliver a full Flash experience, said Scott Meinzer, co-creator of iPhone development house Tap Tap Tap.

Meinzer added that he wouldn’t expect a full Flash experience to arrive on the iPhone anytime soon. He said even on desktops, Flash is not a smooth experience, often causing sluggish browsing and frequent crashes. Thus, running on a phone, a full Flash experience would not be any better, he said.

“It seems like for Flash to work well on the iPhone, Apple has to bless it in some way,” Meinzer said in a phone interview prior to Adobe’s announcement that it would support coding Flash apps for iPhone. This compromise of Flash apps rather than a full Flash experience, then, appears to be Apple’s blessing.

Adobe said a public beta of Flash Professional CS5 will be available by end of 2009. Some Flash iPhone apps are already available in the App Store.

The jury is out on whether consumers will find individual Flash iPhone apps a sufficient substitute for a full Flash experience. What are your thoughts? Vote in the poll or add your comments below.

See Also:


Photo: Steve Rhodes/Flickr


The Same Game Costs More on PSP Mini Than on the iPhone… Why?

Wow, as if we needed more incentive to not invest in the PSPgo, a new trend has arisen during the first day of Mini availability. The same games cost more on the PSP/PSPgo than they do on the iPhone/iPod touch.

Examples:

Unfortunately, the system is setup to charge the consumer at maximum from the get-go. Games from the App Store start at free. PSP Mini games start at $5.

The fact of the matter is, the iPhone gaming experience isn’t all that great. Full-fledged PSP titles should cost more than tiny downloadable apps any day. But there’s no good reason for gamers to pay a premium on PSP titles that are available for less on other platforms, just because they generally pay more for games.

There are multiple fingers to be pointed here. Sony, for not allowing free games, which would inspire some price competition. Sony again, for skimming who knows how much off the top of the price point. (In comparison, it’s known that Apple takes 30% off of the iPhone App Store sales.) And the publishers, who decide to set their games at prices of up to two or three times the cost of the iPhone version.

But the worst part? Not only is the content of overlapping titles generally no better than the iPhone; sometimes it’s worse.

You see, PSP Minis can’t have any network or online features. Nor can they support camera peripherals (a major focus of DSiWare innovation) or DLC. Kotaku just reviewed iPhone port Hero of Sparta. On the PSP it costs triple what you’ll pay at the App Store. Their review? “Simplistic controls, muddled graphics and abysmal sounds turn what was a fantastic iPhone game into a oddly disjointed Playstation Portable experience.” Kotaku’s review of Tetris was much better. But you know what? Tetris costs twice as much on the PSP as it does the iPhone.

Some will say, well, you get what you pay for. But that’s entirely our point. If you glance across the two platforms, you aren’t getting what you’re paying for. You’re either getting less, or you’re getting a lousy port or, best case scenario, you’re getting basically the same thing for more.

Granted, PSP Minis are very new (they just launched today). The platform is young. And kudos to Sony for making the digital leap.

But Sony’s most loyal fanbase—those frequenting PSN and checking out Minis on day one—shouldn’t subsidize a company’s foray into the new digital era. Especially given the relatively high price of the PSPgo, at least compared to other portable devices with a lot more processing power, I think the option for free game downloads—at least for a few approved titles—would be a reasonable thank-you.

I mean, even Apple, who doesn’t provide the most open platforms in the world, has realized the merit of free app/game distribution. One, they’re already making money off the hardware. And two, getting someone visiting iTunes will also get that someone to at least get a glimpse of what else iTunes is selling. Lure them in with a free game and they’ll be more likely to purchase one later.

Stop pricing these games so high, Sony. Open up your platform, just a crack, make yourselves competitive with the App Store. Because, at the end of the day, we’d all prefer to be playing these iPhone games with full-out controllers. But right now there’s quite a lot more iPhones and iPod Touches out there than PSPgos. Don’t blow your (only?) shot to win us back.

WiFi-enabled bathroom scale slides into USA, overweight Yanks sluggishly back away

Oh sure, we Americans love our fast food. And we love our technology. But do we really love the latter? Withings has just announced that the world’s first WiFi-enabled bathroom scale has made its way into the States after a few months abroad, and we have to say, this could change everything. When pouncing upon it, the scale automatically records the user’s body weight, lean / fat mass and calculated body mass index (BMI) to his or her secure webpage, and if you’re more the iPhone type, it can beam data to a Withings iPhone app as well. It’s available now for $159, but you can certainly wait ’til your latest diet has had some sort of effect before bringing one home. A delightful demonstration video is waiting for you just past the break.

Continue reading WiFi-enabled bathroom scale slides into USA, overweight Yanks sluggishly back away

Filed under: ,

WiFi-enabled bathroom scale slides into USA, overweight Yanks sluggishly back away originally appeared on Engadget on Thu, 01 Oct 2009 10:37:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments