Xcode sucks in some ways but I think you're missing a few things.
Version 4.3.0 was the biggest piece of crap and crashed all the time. The current version, 4.3.2, is stable. I've not had a single crash since it hit. And I use it 10+ hours a day.
The project file stuff isn't so bad -- don't edit the file yourself and drag stuff in. Need to move something in the project but want to keep the layout the same as on disk? Remove it from the project, move it on disk, then add it to the project again. Does it suck for version control? Hell yes it does. It's terrible in that regard.
No simulator related issues here but I've seen it fail to launch on the device b/c of some stuck process. A reboot usually fixes this but it's very rare on 4.3.2. Major pain when it happens, though.
Storyboards are an iOS 4 only feature. ARC works on iOS 4. And iOS adoption rate is very good relative to other mobile OSes. Not sure what your beef is. Backward compatibility is pretty much always ugly. Especially if you use static libs and want to go back to iOS 4.0. But you really should weigh the cost of supporting OS versions that old against your development costs and your user base. You may not need to, based on your situation.
You're making IBOutlets way too hard on yourself. Use the two up view with IB on the left and your header on the right. Ctrl + drag from your control to your header and let go. Give the outlet a name and Xcode declares the property, synthesizes it, and sets it to nil in viewDidUnload. You can do the same thing for events (right click the control and drag from the event in the context menu to your header).
Eclipse is fine but it's hardly the best IDE. Its refactoring features are nothing short of amazing but it's dog slow on modern hardware. All of its preference/settings dialogs are convoluted at best. Finding things you want to change is usually a matter of digging through trees. No fun.
My partner and I started return7 with $800 (mostly design, Apple dev fee, etc.) in 2008 when the App Store opened up. BillMinder, our main app, is profitable.
Self proclaimed Apple fan here. Apple's App Store revenue is a drop in the bucket. I don't think that's the reason iOS5 is on the 3GS. iOS5 is on the 3GS because it's Apple's low end phone and still available for sale. It has to run iOS5 so folks can use their new software incentives to sell the phone itself (i.e. iCloud).
Don't sweat it. This happens to our app, BillMinder, every release. Typically pirates won't use your app long and probably wouldn't have paid for it anyway so there isn't much lost revenue. Annoying but not the end of the world.
I think most developers were seeing 3 day approvals at times last year. I recall Apple boasting about their fast turn-around at some point (high 90th percentile in 7 days, IIRC).
Fair enough. I'm certainly going only from my own experiences and the review process certainly is opaque. I asked @pschiller so perhaps he'll grace us with some info. :)
The app doesn't currently attach sounds to email, but it does allow one to send an invitation with one's blipr id via email. Perhaps this is something we should consider as well. :)
Thanks. Looking at the quality of some "top 10" apps, it really makes one wonder how much of it (if you aren't taptaptap) is just dumb luck. I wish there were some way to quantify that.
Yea, we definitely have. I think we spent between $800-900 (modest budget, I know) on ads in 2009. That includes advertising on various iPhone blogs as well as taking part in reddit's ad program beta. None of it helped. Sales stayed the same or went down.
Review articles on Macworld and TUAW helped boost sales temporarily (2-3 days) but the only sustained sales were a result of having our best seller, BillMinder, featured by Apple in "What's Hot." It was great (and appreciated!) but definitely not on the level as the awesome taptaptap or tapbots. :)
My pleasure. We initially sold the app for $1.99, subsequently lowered the price to $0.99 and eventually gave it away for free in hopes of building the user base then charging. We also hoped it would grow virally but that didn't really happen. It's still free right now.
Version 4.3.0 was the biggest piece of crap and crashed all the time. The current version, 4.3.2, is stable. I've not had a single crash since it hit. And I use it 10+ hours a day.
The project file stuff isn't so bad -- don't edit the file yourself and drag stuff in. Need to move something in the project but want to keep the layout the same as on disk? Remove it from the project, move it on disk, then add it to the project again. Does it suck for version control? Hell yes it does. It's terrible in that regard.
No simulator related issues here but I've seen it fail to launch on the device b/c of some stuck process. A reboot usually fixes this but it's very rare on 4.3.2. Major pain when it happens, though.
Storyboards are an iOS 4 only feature. ARC works on iOS 4. And iOS adoption rate is very good relative to other mobile OSes. Not sure what your beef is. Backward compatibility is pretty much always ugly. Especially if you use static libs and want to go back to iOS 4.0. But you really should weigh the cost of supporting OS versions that old against your development costs and your user base. You may not need to, based on your situation.
You're making IBOutlets way too hard on yourself. Use the two up view with IB on the left and your header on the right. Ctrl + drag from your control to your header and let go. Give the outlet a name and Xcode declares the property, synthesizes it, and sets it to nil in viewDidUnload. You can do the same thing for events (right click the control and drag from the event in the context menu to your header).
Eclipse is fine but it's hardly the best IDE. Its refactoring features are nothing short of amazing but it's dog slow on modern hardware. All of its preference/settings dialogs are convoluted at best. Finding things you want to change is usually a matter of digging through trees. No fun.