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Filed under: Developer

Filed under: Audio, Software, Developer

Roxio announces Toast 10 at MacWorld

Toast is the granddaddy of CD burning apps nowadays, an act that itself has become relatively obsolete (between iPods, internet radios, FM tuners, and streaming services, do we even really need to put media on a physical format anymore?). Roxio isn't sitting back with their software, though: they've released Toast 10 at MacWorld this week, and they are doing their best to stay on your Mac, whether you use your CD burner or not. They added streaming back in Toast 9, but 10 brings with it the ability to extract and control almost any sound or video that comes through your computer, from DVD footage to web video, exported out to TiVo, your Mac, your iPod, or anywhere else that plays it.

The app is available right now on the website for $79.99 (after a $20 mail-in rebate), or they're offering a "Pro" version that comes with SonicFire Pro (that you can use to piece soundtracks together), Bias SoundSoap SE (which will wipe hums and static from recordings), FotoMagico (slideshows from pictures), and LightZone (photo editor and enhancer), as well as a plug-in for Toast that will let you author Blu Ray and HD DVD discs. All that comes together for $130 (after a $20 mail-in rebate).

Whew. Despite the fact that almost no one is routinely burning CDs or DVDs these days, Roxio seems to be going all out to make sure there's still a need for Toast.

[via Ars]

Filed under: Enterprise, Software, Developer

FileMaker announces version 10 of flagship database app

FileMaker, Inc. has released FileMaker Pro 10, the latest in its long line of database applications for Mac OS X, featuring a new interface and design.

FileMaker Pro 10 introduces the Status Toolbar, which it says is similar to most browser toolbars, that takes commonly used options out of the menus and presents them as tool buttons. This is the first major improvement to FileMaker's interface in years, and the company says it's aiming to make key features more 'discoverable' to novice Filemaker users. The UI requires a minimum resolution of 1024 x 768, however, which excludes older Macs and smaller netbooks.

Also new in this version are Script Triggers, which are time-based or user-based rules that launch scripts automatically. Bento 2 integration, support for the Microsoft Excel XLSX file format, direct database creation from Excel files (you already could start a DB by dragging and dropping a spreadsheet onto the FileMaker icon, but now the feature is explicit) better ability to set tab order, and better file recovery are included, too.

FileMaker Server 10 is also available, and includes a simplified tool for record import and export, and the ability to send mail directly from FileMaker without the need for an email client. Among other improvements, FileMaker Server 10 Advanced now allows up to 999 simultaneous connections.

FileMaker Pro is available in a variety of flavors:

  • FileMaker Pro 10: $299 ($179 upgrade)
  • FileMaker Pro 10 Advanced: $499 ($299 upgrade)
  • FileMaker Server 10: $999 ($599 upgrade)
  • FileMaker Server 10 Advanced: $2,999 ($1,799 upgrade)

All versions are available now. You can visit FileMaker this week at Macworld at the FileMaker Booth (#1225) and FileMaker Pavilion (#1125). We'll be diving into the new FileMaker features with a more detailed review soon, but this new version looks like it has plenty to please users both old and new.

Filed under: Analysis / Opinion, Software, Odds and ends, Internet Tools, Developer, iPhone

Craigsphone brings Craigslist to the iPhone


Craigslist is one of my absolute favorite sites on the 'net -- it's been around for years, but kept the same simple look and feel, perfectly fulfilling the service of classifieds without ever once going off that course. Sure, there are issues with spam, but Craig and his minions have worked overtime to make the thing work, and it works well (in fact, if you see any weightlifing dumbells for sale in Chicago, let me know, I need some).

There are quite a few iPhone apps featuring Craig and his list out there (including a few with prices on them), but one that caught our eye as a useful free app is Craigsphone, made by Next Mobile Web (they make the very useful Dial Zero app as well). As you can see from the video above, it's all the features of Craigslist made mobile, and then some -- you can see your history, post and call directly from the phone, and even use the iPhone's location to see craigslist entries nearby (though unfortunately, the Nearby features only work in San Fransisco and Manhattan -- no Chicago?). NMW claims they're still working on the app, too -- they want to "take the best local site in the world and make it truly local." Who knows what that means, but it sounds good, right?

If you spend lot of time on Craiglist, or just want to while you're out and about, Craigsphone seems like a good way to do it. We're interested to see what else they've got planned, too.

Filed under: Analysis / Opinion, Software, Odds and ends, Apple, Developer

Time for a Mac App Store?

Way back in June of 2007, I wrote this post, a list of five things Apple could do to bring gamers back to the Mac. I said that Apple should put more games on iTunes, break out the gaming hardware, go casual, and make the experience worth it, from buying to download to playing.

Now, a year and a half later, Apple has basically done just that -- with the App Store. There are casual games aplenty, the iPhone works great as a gaming device, and the App Store itself makes it relatively easy to find new games to buy. There are kinks, of course, that need to be worked out, but no one can say the App Store isn't a gigantic success.

And so, Dennis Sellers of MacsimumNews asks, is it time for a Mac App Store? We have an App Store for your Mac already -- it's called the Internet, where you can see reviews, download software, and even get updates for the programs on your Mac. In fact, Apple already has a downloads page that looks very much like the App Store's front page, though there's no place there were you can easily see what apps you currently have installed, or what apps you have that need updating. It would work like a Software Update, but for every app you've got.

There are lots of benefits, too, the first being that more apps would be sold. Of course, the usual Internet channels would remain open; Apple would just offer a service very similar to the App Store, in that you'd have a program on your computer that would easily add and/or update all the apps you have installed. But would a Mac App Store experience the same price issues that the iPhone's App Store has? It is an interesting idea, though -- the App Store has done very well for both Apple and developers so far, and it might be helpful to look at what works there and how it might be able to come back to the Mac platform at large.

[via MacBytes]

Filed under: Analysis / Opinion, Apple, Developer, iPhone, App Store, iPod touch

2008 Best App Ever awards voting is underway

The nominations are out and voting has begun for the "Best App Ever" awards for 2008, recognizing the best iPhone and iPod touch apps of the year. Nominations have already happened -- the public submitted almost 18,000 nominations, and a panel of developers and experts was assembled to finalize the choices. You can vote right now over on the website for the winners in categories like "Best App Ever," "Best Musical App," and "Most Creative Use of IPhone Hardware" all the way down to "Best Word Game."

Quite a list of choices. Voting ends on January 6th (so get started testing those apps if there are some in here you've never heard of), and the winners will be announced next week at Macworld Expo.

Unfortunately, the App Store changes so fast and is so varied that some of the most useful apps (SnapTell Explorer is in for the hardware award, but it's missing on the "Most Useful" list) are not on the list in favor of more popular or well-known apps (Weightbot is a great app and very well done, but "Most Innovative"? And you know how I feel about Ocarina). Still, as a popularity contest, it'll be fun to see what comes out as the winners, and I can guarantee that in all of the many categories presented, there are a few really great apps that will come to your attention for the first time.

Filed under: Analysis / Opinion, Gaming, Cult of Mac, Odds and ends, Developer

Lugaru shows why game devs should support OS X and Linux

Jeff Rosen of Wolfire Games has an intriguing post up about why developers of videogames like himself should go out of their way to support the OS X and Linux markets. Their game, Lugaru, is available on Windows, OS X and Linux, and the upcoming sequel, Overgrowth, is also being developed for OS X.

Rosen says right out that the prevailing opinion, that the smaller markets aren't worth developing for because the audience isn't there, is just plain wrong -- Mac sales accounted for a full half of Lugaru's sales. The people who are buying software, his data seems to say, are using Macs.

And he has five main points why it's worth the time and effort to release builds on these smaller platforms: you have sites like ours (and the great Inside Mac Games) to talk about your game for you. We Mac gamers respect companies that take the time to make sure we have just as great a gaming experience as our PC counterparts, and we talk about it when they do. He says that a Linux version gained them a mention on Slashdot, one place they'd likely never have been mentioned if they were "just another Windows game." And power users are often Mac users as well -- you want someone who will spend an entire night coming up with new content for your game just because they love it so much? Mac users are nothing if not disturbingly obsessive about the software they love.

Good points all around. Many game developers, both large and small, continue to scoff at the Mac markets as too small while at the same time wondering why they can't get a foothold of a community on the Internet. Of course, releasing a Mac version doesn't guarantee you higher sales and a rabid group of fans -- you have to make a good game first and foremost. But some of the most influential and insightful game players online are Mac users, and by shrugging them off as "not a big enough audience," you're shooting yourself in the foot.

Filed under: Software, Beta Beat, Developer

Beta Beat: MacRabbit's Espresso released as public beta

Espresso, the highly-anticipated web design and development platform from MacRabbit (creators of CSSEdit), has been released as a public beta (originally predicted for late November). It's not finished (that's why it's called beta, silly), but it's far more complete than what we've seen thus far. The auto-completion capabilities of the editor are well-developed, support for HTML, XML, CSS and Javascript is included, and the live preview is working nicely. The array of available Sugars, as the extension packages are called, is frequently being added to by users, and support for additional languages is already available. A few themes, some ported from TextMate, can also be found on the wiki.

Web developers who have used CSSEdit are familiar with the simple interface which belies many powerful features. You can expect the same from Espresso. Coda users will be interested as well; when Espresso is feature-complete, you can expect a TUAW-style head-to-head comparison of the two. Personally, I'm a die-hard TextMate user, which any of the TUAW crew can attest to. I always have trouble getting into new editors, no matter how rich their feature set may be. I stopped editing CSS in TextMate when CSSEdit came out, though; there's just no comparison. Knowing CSSEdit the way I do, Espresso may be the platform which finally pulls some of my TextMate loyalty away ... at least for web design.

You can grab the time-limited (30 days) beta from MacRabbit's site. If you're a developer, make sure you check out the wiki. For me, the most appealing aspect of Espresso is its extensibility, and a look through the SDK should pique the interest of any code-sligner.

Filed under: Analysis / Opinion, Software, Developer, iPhone, Graphic Design, App Store

12seconds, Animoto release iPhone apps for video slideshows

12seconds.tv is a site that started up a little while ago that seems to be aiming at a "Twitter-for-video" kind of idea -- you upload just twelve seconds of video, whether that's you saying something, video of a short scene, or whatever else you want. The site was in alpha but has recently opened up to beta (so anyone can join), and they've also released an iPhone app, available for 99 cents in the App Store right now.

"But wait, Mike," I hear you saying, "the iPhone doesn't record video!" And it still doesn't, but it does record pictures and audio, and the 12seconds app will combine a slideshow of three pictures you take with any 12 seconds of audio you record, thus creating a close approximation of a 12 second video. You can see my sample upload here, just a few pictures of my apartment's hallway and some Mountain Goats playing from my speakers. You can use pics you've already taken, and the whole process of recording, combining, and uploading works pretty well. You don't have any control over how the images slide across: it's more of a "throw it all into the mix and hope something good comes out" thing.

It's an interesting idea, and while you're paying a buck for a social networking video app that can't actually record video (not that that's 12seconds' fault, Apple), you could probably come up with some pretty creative stuff, from the artistic and witty to the requisite cat videos (because no video site is complete without a cute kitty). It's definitely not a video replacement for the iPhone, but for uploading quick and simple snippets of experience from wherever you are, it does the job.

For a different approach to photo-based videos generated on your iPhone, you can check out the free Animoto app, released last week by the website of the same name. Animoto will take 8-16 photos from your iPhone or iPod touch, let you order them and select musical accompaniment (from a provided but fairly ample list of tracks; you can't use your own music or record a soundtrack). The app then uploads your images to the Animoto site and cranks out a 30 second, montage-style video for you. You can stream the video back to your iPhone, or send it along to friends. If Techcrunch gushes about it, well, you know it must be just awesome, right?

Filed under: Books, Developer, AppleScript

AppleScript 1-2-3 now available from Peachpit Press

Mac users rejoice! Santa brought just what you wanted, a new book about AppleScript by the two of the top wizards of the Mac automation world.

Apple's Product Manager for Automation, Sol Soghoian, and Bill Cheeseman, who is a noted developer in his own right, have announced the publication of AppleScript 1-2-3 by Peachpit Press. This book guides AppleScript newbies through an easy and enjoyable process of understanding how to use the Mac's automation language. Soghoian and Cheeseman based the book on ideas and scripts that have been used at hands-on seminars taught at Macworld Expo.

While the book can take someone with no prior knowledge of programming or AppleScript and turn them into a confident Mac automator, experienced scripters will find a lot to like about AppleScript 1-2-3 as well. The authors have made a copy of the first chapter available on the Apple AppleScript website. During Macworld Expo, the Peachpit website will feature a "tip of the day" from the book. The book will be available at the Peachpit booth as well (#812).

The book is available for pre-order now (US$44.99) through Peachpit, and will start appearing in bookstores in January. There's also an Adobe Reader version of the text that is available now (US$35.99) for download.

Filed under: Analysis / Opinion, Gaming, Odds and ends, Developer, iPhone, SDK, iPod touch

iControlPad goes into production


I'm not so convinced any more that the iPhone really needs buttons or a d-pad (Rolando makes do with just touchscreen controls, and even a game like Tatomic uses "buttons" well on the touchscreen), but especially for retro gaming, they'll really help. So it's probably good news that the iControlPad, which we posted as a concept a while ago, is now real. The picture above is the final prototype before production (though the final product will apparently be black rather than white).

Of course time (including a little playtime) will tell whether it works or not -- Engadget thinks they need some official Apple support, but all they'll really need is developer support in the App Store (they say they already have strong support from the jailbreak folks). And of course that depends on lots of things: how it sells out of the gate, how easy it is to implement the buttons, and whether there's a need for extra controls on the iPhone as well. We'll keep an eye on this one -- it'll end up just another silly iPod accessory, or a must-have add-on for iPhone gamers.

Filed under: Analysis / Opinion, Developer, App Store

Rank and sales data could help figure out App Store popularity algorithm


Joel Comm, publisher of the highly-useful app iFart Mobile, has published some data about how sales related to popularity in the App Store.

While I have only a high-school understanding of statistics, it would appear from Comm's data that as sales rise in a linear fashion, App Store ranking increases (or I should say decreases, because lower numbers are better) logarithmically.

Comm admits that his data isn't carefully tabulated: he hand-counted the sales, as they're broken down by country, and says he didn't include countries "where one or two units were sold." Comm's data was collected between December 12th and 17th.

On Sunday's talkcast, the Iconfactory's Craig Hockenberry and Gedeon Maheux lamented the lack of analysis tools for sales, and said they'd appreciate more transparency about how rankings are mathematically determined.

Comm anticipates more data will be forthcoming from other developers. With more data, a more detailed statistical analysis can be performed, and preferably from someone other than a TUAW blogger who majored in art.

Filed under: Podcasts, TUAW Interview, Developer, App Store

Hockenberry, Maheux respond in exclusive TUAW talkcast interview

On last night's talkcast, the Iconfactory's Gedeon Maheux and Craig Hockenberry joined us to discuss their concerns with the App Store, and they noted that Friday's layout changes are a step in the right direction.

"It's another of many steps that Apple's making to make the iTunes infrastructure work better with applications for the iPhone," Hockenberry said. Even so, they explained there's still room for improvement.

Hockenberry would like to see a popularity algorithm that takes into account the price of an app along with the number of times its been downloaded. "If you sell ... ten apps at $100 or a hundred apps at $10 or a thousand apps at $1, you're all equal." He also wanted to see a kind of demo system implemented, but knew that would involve more work for Apple.

Maheux said he would prefer to see more data about where apps are being sold: on a category page versus a tile on the App Store home page, for example. He also pointed out that having an app displayed on the home page results in an astronomical increase in sales. "All those people who say that ... you can market your way to the top: I completely disagree with them. They don't know what they're talking about. ... Being on the [App Store] front page is all that matters."

He said the Iconfactory applauds Apple for responding to developer feedback and improving the App Store. "Anything that starts a dialogue about this stuff is a good thing."

The Iconfactory has released two iPhone apps: the popular twitter client Twitterrific, and strategy game Frenzic.

You can listen to the interview at our Talkshoe page, or via iTunes. The interview starts at about the 25 minute mark. Don't skip the the first part of the talkcast, though, where Dave, Mel and I discuss Apple's netbook possibilities and the ideal kitchen computer.

Filed under: Developer, iPhone, App Store, iPod touch

"Pull My Finger" returns to the App Store

MacRumors reports that the developer of the "Pull My Finger" iPhone application was finally accepted by Apple. You may recall that Apple banned the application from the App Store a few months ago due to "Limited Utility." It looks as though Apple has changed its mind about the application, and has decided to finally allow it into the Store.

The developer told MacRumors, "[Apple] told me that they are going to start approving a whole new "genre" of apps, and that Pull My Finger will be the first to be accepted in this genre. As of now Pull My Finger is available in the app store."

If you would like to download this once-banned application, you can purchase it for $0.99US from the iTunes App Store. Do you have a theory about Apple's change of mind? Tell us in the comments!

Filed under: Software, Developer, iPhone, App Store, iPod touch

Developers! Join the Improve The App Store Movement

It's no secret that iPhone app developers are less than happy with the App Store. The criteria for approval of iPhone apps is arcane and approval can take anywhere from a couple of days to months. There's currently no way for developers to "hook" people on apps with a free demo. It's apparent that the sweet spot for iPhone app pricing is at US$0.99, and for developers who are expendng lots of resources to design and implement great software, that is a killer. The list goes on and on...

One of the more well-spoken developers who would like to see improvements in the App Store is Layton Duncan from Polar Bear Farm. His company is well-known for the Note Pad, Record, and Nice List apps, among others. Layton has used the Polar Bear Farm blog many times to express his ideas about how the App Store could be improved. Now he's started up a new website, ImproveTheAppStore.com, as a sounding board for all developers.

Layton asks that developers make suggestions to Apple through the traditional Apple Developer Connection channels, but is providing the site as a public forum for ideas. If you're an iPhone developer, join the movement.

Filed under: Developer, iPhone, App Store, iPod touch

iPhone devs get innovative with App Store promo codes

Last week we told you about the promo codes that Apple was allowing developers to pass out to anyone. These codes allowed people to get a free copy of an application, and we mentioned this was a welcomed feature for many app reviewers.

One iPhone developer has some creative ideas when it comes to using their promo codes. Hexy [iTunes link] will be giving away 20 of their 50 promo codes to purchasers of their iPhone game. This is the first that we've heard of iPhone developers doing this type of "buy one get one" promotion. Plus, it's completely in line with Apple's regulations on the promo codes.

You will need to send a screenshot of your iTunes Receipt to the developer to redeem your code. Details about this promotion can be found on 148apps.com.

[via Ars Technica]

Would you like to see more developers follow this model?

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