The developers of the UI design tool Sketch have announced their decision to exit the Mac App Store, following in the footsteps of many other software makers, such as Panic.
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The company cited a number of factors that contributed to this decision, including strict limitations placed on apps sold through the digital storefront—the same reason Panic gave for Coda’s removal.
So as not to leave its customers hanging without the ability to update, Sketch will allow App Store customers to move to the direct-sale version of the app.
If Apple restricts Mac software to the Mac App Store or makes it very hard to install from anywhere else, developers will need to offer their apps through official Apple channels. If you have successfully paired to a Mac build host, you are ready to build Xamarin.iOS apps in Visual Studio 2019. Take a look at the Introduction to Xamarin.iOS for Visual Studio guide. If you have not been able to pair a Mac, try manually adding a Mac or take a look at the troubleshooting guide. Manually add a Mac.
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Sketch owners who want to continue receiving updates will need to download a copy of the app from the company’s website and use a new built-in tool to transition their App Store license to the new version of the software. A new license number will be emailed to the user to allow them to run the app on any other computers they want.
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While some iCloud features are reserved solely for App Store apps, iCloud documents for Sketch are stored in iCloud Drive, so they’re accessible to any Mac app, including the direct-sale version.
This move probably won’t come as a big shock to many people, given how little Apple appears to value the Mac App Store over the mobile version. Many problems have plagued the store, most recently a certificate bug that completely broke many apps for some users.
Another issue highlighted by Sketch as having affected their final decision is the review process employed in both of Apple’s software distribution outlets. App review can last up to a week (or longer in some cases) before a piece of software becomes available to download. This greatly hampers developers’ ability to push out rapid bug fixes and leads to a slow pace of development from the users’ perspective.
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While some developers will always have concerns about sandboxing or other potentially limiting safety features, it’s not likely Apple will make changes in that area to accommodate app makers at the expense of security.
Where Apple can make changes, it just doesn’t seem interested in doing so. Developers have waited since iOS 9 was announced at WWDC this year for App Bundles to arrive on the Mac App Store, but Apple has made no indication that this feature will ever arrive.
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Other features, like paid upgrades or temporary demo versions, have been called for on both Mac and iOS, but so far Apple hasn’t obliged, leaving developers to get creative with their upgrade pricing schemes instead.
While iOS developers don’t have a choice in how they distribute their apps, Mac developers do, and it’s not surprising to see more and more of them taking the route that allows them to skip paying Cupertino’s 30% cut while simultaneously gaining the ability to charge for upgrades, offer app trials, and operate outside the sandbox while pushing updates as often as they want with no week-long review process. Don’t expect Sketch to be the last app to do so.
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Developers of pro apps have long complained that Apple’s App Store policies are a barrier to them creating iOS versions of popular Mac apps. The launch of the iPad Pro has brought the issue front and center, with a number of developers sharing their thoughts with The Verge.
There are two key issues, they say. First, pro apps are expensive, and users want to satisfy themselves that they are worth the money before they pay. Free trials are the usual way to achieve this with desktop apps, but the App Store doesn’t allow them to offer the same option for iOS apps …
“Sketch on the Mac costs $99, and we wouldn’t dare ask someone to pay $99 without having seen or tried it first,” said Bohemian Coding co-founders Pieter Omvlee, referring to the app aimed at professional graphic designers. “So to be sold through the App Store, we would have to dramatically lower the price, and then, since we’re a niche app, we wouldn’t have the volume to make up for it.”
Second, where a developer supports a complex app over a long period of time, paid upgrades make that viable, something that isn’t supported by Apple on the App Store.
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“Maintaining software is more expensive than building it in the first place,” FiftyThree co-founder and CEO Georg Petschnigg says. “The first version of Paper, we had three people working on it. Now we have 25 people working on it, testing on eight or nine different platforms, in 13 different languages.”
Developers say that while software giants like Microsoft and Adobe are able to persuade users to pay monthly or annual subscriptions, there would be resistance to extending this model to a whole range of apps.
For pro apps already ported to iOS, the same issues mean that there is not much incentive for developers to optimize for the iPad Pro unless they see widescale adoption of the device.
Animoto founder and CEO Brad Jefferson says […] the company is holding off, for now, on making a version of the app optimized for the large screen or the accessory Pencil of the iPad Pro […] “Let’s see what adoption of the Pro ends up looking like.”
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December 2020
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