Apple doesn’t like Flash…
There’s been tweet after tweet after tweet about Apple’s new little clause in their developers agreement:
Essentially, the first reaction is that if you don’t write it in Xcode, you can’t do it. That’s at least what the first reaction was to the verbiage.
Now’s its speculated that maybe it means products that create an IPA file without creating an Xcode project are subjected to this new rule. Leaving products like Unity3D in a safe spot so to speak. But who knows at this point. It’s all speculation until summer time 2010.
So, since nobody really knows for sure what that means yet, and so, as Keith Peters put it: Grab some popcorn, sit back on the couch and enjoy the fireworks for the next couple of months – it’s going to get interesting 😉
I guess my general reaction to this, after having a night to sleep on it is this: If Apple is thinking that the flash output is less than ideal in terms of performance/packaging on their devices, then we might be able to see where they’re coming from (not that I agree, or am saying that Flash’s output is inferior, I’m not saying that at all). But, if you’ve done any iPhone development, you know that they’re so anal about experience in their SDK/agreements that this shouldn’t surprise anyone.
IE ( and let me put it in terms of what THEY’RE likely thinking ): They know they’re going to get a HUGE influx of flash apps from virtually ANYONE (hacks/babysitters who make banners/12yr olds who like pink ponies, you name it) making content for their devices, and they’re probably not to happy about the prospect of it lowering the standard of what they want for their devices. It think you get the point.
NOTE: I’m not saying people using Flash for iPhone content are necessarily hacks or poor developers – not my point at all. I’m pointing out that Apple is VERY ANAL about experience on their devices – right down to the use of icons and UI experience and performance.
Case in point: the trench run. We were asked to pull a warning from the app that showed the very first time you played the game. It simply said, “Please restart your device for best performance”. Apple had us remove that as it insinuated that their device was the problem, not our app. In reality it IS their device’s problem – you SHOULD reboot your device for any high performance game, but they’re not going to let you point it out.
my 2cents on the matter. thoughts?