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Entries in iPhone 3G (30)

Wednesday
Jul092008

The real news in the latest marketshare numbers

When the June Net Applications Marketshare report was released, there was a great deal of discussion in the Apple World about the Mac approaching 8% of operating system share in the world. That wasn't the real news though.

Windows was at #1 with 90.89%, Mac in second with 7.94%, and Linux in third with a surprisingly low .8% Look at number four though. In just one year on the market, the iPhone accounted for .16% of marketshare according to Net Applications measurements. (Net Applications' methods are another discussion, but let's say relatively speaking these numbers are accurate) The iPhone OS, following the 3G phone launch could easily become the third most popular operating system by this time next year, if not sooner.

Tuesday
Jul082008

Interview with Brian Greenstone from Pangea Software

Brian Greenstone's Pangea Software has been an Apple game developer for years. And at this year's WWDC, Greenstone took the stage to demo his ports of Enigmo and Cro-Mag Rally for the iPhone. We had a chance to ask Greenstone some questions about the development process, and the current state of Mac Gaming:

What advantages do you have from a development standpoint given your history of Apple software creation?
Brian Greenstone, Pangea Software: I think any Mac programmer has a great advantage since the iPhone is basically running OS X. I haven't clouded my brain with Microsoft API's, so the iPhone is really not much different than what I've been used to doing for the last 15 years. I ran into a similar thing many years ago when I got into doing Super Nintendo games back in 1991. The Super Nintendo ran on the 65816 processor... the same processor that was in the Apple ][gs. There were probably only a dozen game programmers who knew the 65816 at the time, so that made getting a job doing SNES work a breeze!

Why haven't you developed any titles for the current iPod game store?
Honestly, it seemed like a waste of time. I wouldn't have been able to do much beyond Tetris and Pong, so it seemed best to wait for the iPhone where I could really have fun.

Can you develop for both platforms (iPhone OS X and OS X) simultaneously, or will it require independent programming?
That depends on the game. If the game isn't too iphone-specific then yes, but if the game is designed around the accelerometer and touch interface then it may not be possible to do a Mac version at all. Generally, however, both versions of a game can share 95% of their code.

What's the overall state of app development for the Mac right now? Do you think there will be a "halo effect" from iPhone programmers creating Mac OS X titles as well?
That's the theory, but we'll see. Right now, game development on the Mac is dead, and has been for some time, but this has the potential to revitalize it. Causal gaming on the Mac is pretty big, but nothing of any real importance is being done any more - just ports of the AAA titles from the PC. 10-15 years ago the Mac was the premiere game development platform because of it's graphics capabilities, but the market moved to consoles and the PC some time ago.

What are some unique challenges with developing for the iPhone?
The only real challenge has been learning Cocoa and Objective-C. Neither of there were designed with performance-oriented game developers in mind, but rather they were designed assuming a document-based application. So, this has presented some challenges, but they've all been figured out. Many people are intimidated by Objective-C, and they should be, but it's actually a much better language than say C++. It just has a very steep learning curve.

Mobile gaming has existed in different forms for many years. Do you think iPhone games will look/feel like existing mobile gaming titles, or will this be something completely different?
The iPhone is not really a typical "mobile platform". I like to think of it as a "portable iMac" because it really has the performance similar to a 233mhz iMac or thereabouts. So, it is possible to do serious games on it - at least games that would have been considered serious 8 years ago. Plus, that awesome 320x480 screen makes low-rez games look great, so even old stuff is better on an iPhone.

Tell us about your announced titles for the iPhone (Enigmo/Cro-Mag) what are some of the changes/additions the iPhone allowed you to bring to these titles?
Enigmo was the first game that I ported over to the iPhone. It only took about 3 days to get it running, and then I spend another month tweaking it and making it perfect. It is a physics-based puzzle game where you have to move drums and slides around to make falling water droplets get into their containers. Converting the game from mouse-based to touch-based was very easy, and the game is actually better as a touch-based game. Apple liked it enough to give it the "Best iPhone Game" award. Cro-Mag Rally was also very easy to port, and it is a 3D caveman racing game. It uses the accelerometer for steering, and this required a lot of work to make right. It was easy to get the steering working, but since that changed the games dynamics I had to spend a lot of time tweaking the physics and such.

Can you tell us about other Pangea titles that might be moving to the iPhone (OttoMatic? bugdom?)
I don't want to do any more ports. From here on out everything will be original, and I have ideas for 4 new games, but I'm waiting to see how things go before starting anything.

Does the App Store model do away with the need for publishers, or "middle men" between programmer and consumer?
No, it only gets rid of the distributor. There still needs to be a publisher for marketing, tech support, etc. It doesn't remove the publisher from the loop, it just changes the way publishers do their distribution. The App Store does make it possible for individuals to enter the market alone, but without marketing and PR they're not going to make any money.

If you could change one thing about the iPhone, either for the end user, or developers, what would it be?
My only beef is the annual cost of ownership (~$1000 / year). I actually don't use an iPhone - I use an iPod Touch. My cell phone is a $10 Virgin Mobile phone that only costs me about $6.50 a month for more minutes than I ever use. So, I use that as my cell, and my Touch for everything else, but if the phone didn't cost so much to use I'd get it.

Many people (myself included) first discovered Pangea through the bundling of your titles with G3 iMacs. Any chance we could see something similar with the iPhone?
Hehe, I wish. Nope, I don't see Apple bundling any games on the devices.

You're in the small group of people to take the stage at WWDC. What was that experience like?
That was a lot of fun, and I've made a lot of new friends from that. It was a lot of preparation for those 3 minutes of fame, but well worth it.

Tuesday
Jul012008

Oh, you mean there's a new phone coming?

I know someone's job at Apple is to make sure upcoming products are properly promoted to existing customers, but did I really just need the email telling me the iPhone is coming July 11th? Let's not go overboard with making demand for this thing higher. Who would've signed up for Apple email alerts, and wouldn't know the phone is coming? Plus I have a sneaking suspicion the media will remind us several times between now and then. It may have been helpful if the email included a time for launch though...

Monday
Jun302008

Can Apple possibly meet day one iPhone demand?

Overlooked in most of the hoopla of the July 11th iPhone 3G launch is a simple question: Will you even be able to get one?

With a launch in 21 countries on July 11th, this could easily be the biggest hardware launch in Apple history. In Spain, there are already 300,000 pre-orders according to Telefonica SA. Apple could easily be looking at a million phone opening day. Are that many iPhones ready to go? Somewhere in China, iPhone 3Gs are being "assembled" (never "made" in China). How many of those units can possibly be in place for a 21 country launch, not to mention the other 49 countries Apple has announced will have the phone "soon." It's probably also worth noting the "rollout schedule subject to change" disclaimer on the bottom of the Apple launch page.

The bigger question is, does it matter? If Apple can't get enough phones in place for day one, will buyers patiently wait, or will they consider other options. How long can Apple afford to have a Wii-like shortage of phones? Unlike the Wii, it doesn't look like there will be an easy way for people to stock up on the devices for profit on eBay. Will that help supply get to those who want it, or will phones still make their way into "alternative" channels?

More questions than answers, but if Apple is to be able to sustain phone availability from day one, across the globe, it's going to take more than a few rumors of trucks moving to distribution centers. It will require an Apple product move, the likes of which we've never seen before. Maybe getting in line early isn't such a bad idea after all...

Wednesday
Jun252008

Will you be in line for the new iPhone? We need your help!

As we inch closer to the release of the iPhone 3g, and the App store, I wanted to let everyone know our gameplan for coverage. We'll be posting reviews of as many of the new apps as possible as soon as the app store goes live. We'll also do some live video segments, highlighting what the apps can do.

It's not entirely clear whether the App store and 3G phone will launch at the same time, but we have both covered. Matt and Sidney from theilife.com will be bringing us live updates from the front of the line at one of Apple's NYC locations.

But, we want to get a feel for the launch at other locations, and around the world. If you plan on heading out to an Apple store, or AT&T store for the phone launch, send us an email: feedback@thedigitallifestyle.tv