The Blog

I think the Mac App Store is going to be a huge boon for Mac consumer software, and we're looking forward to publishing the same suite of Omni Group apps on the Mac App Store that we've been busy bringing to the iPad App Store:  OmniFocus, OmniGraffle, OmniGraphSketcher, OmniOutliner, and OmniPlan.

The Mac App Store will be a much, much better app buying experience than any option consumers currently have:  you'll be able to experiment with buying software from developers you don't know without worrying about whether they will be careful with your billing information, or whether they might even be shipping you malware.  You won't have to figure out how to install the software or any of its future updates.  (The standard mechanisms for distributing Mac software electronically have a poor user experience, whether they're distributed as disk images, zip files, or Installer packages.)  The standards Apple will be enforcing for apps listed in the store will set a baseline for overall quality and make it less likely that apps will interfere with each other.  And, of course, a central Mac App Store makes it far easier for you to find all sorts of current, supported software in the first place.

The App Store is also great from the independent developer's point of view:  we don't have to figure out how to build our own online stores (or find someone else to distribute our software), or how to distribute license keys or scale up our websites and bandwidth to handle lots of downloads if we suddenly get written up by a popular reviewer.  Those of us who are already established in the Mac market have already built up a lot of this infrastructure, of course, so this benefit may not be as important to us as it is to new developers.  But we'll benefit from a strong, healthy, growing market for Mac apps.

And while it's new to the Mac, we know the App Store works well for consumers:  we've sold tens of thousands of copies of our iOS apps in just the last few months.

Not that there aren't plenty of questions and challenges.  The App Store doesn't currently have any mechanism for offering discounted pricing to certain customers, so what do we do for our OmniGraffle 5 customers who want to upgrade to OmniGraffle 6 on the App Store?  Or for people who want to upgrade from Standard to Pro?  (Do we even list Standard and Pro as separate apps on the store, or do we try to combine them?)  How do we handle sales to organizations which want a discount for purchasing 100 licenses?  How do we take care of customers who have an older system which can't run the latest version of our app, but could run an older version if we could get it to them?  How do we handle trial software?  Should the product pages on our website point at our own online store or the App Store—or both?

And on top of all these questions, of course, is one I've seen a lot of other developers asking: is all this worth giving Apple 30% of our revenue?

Managed hosting and payment processing are worth something, certainly, but I think the real benefit is that our software is far more likely to reach consumers who otherwise simply wouldn't see it.  To date we've tried to reach consumers by placing our software in retail channels, where the split is much worse:  you're lucky if you clear 50%.  Not to mention that retail is completely impractical for software under $20, since there's so much overhead involved with printing boxes and CDs, warehousing them, shipping them, updating them when you ship new versions, etc.  Finally, even once you've resigned yourself to the cost of getting there and you've finally made it onto retail store shelves, it turns out that the retail experience isn't great for finding software anyway—its only benefit is that it's somewhere the average consumer knows to look.  (Or at least it's somewhere they used to look; but with cheap software cut out of the picture, limited shelf space, and so on, I'm guessing fewer and fewer people bother!)

But the App Store changes all that:  it offers a much more efficient distribution channel, where everyone on the platform will know to look.  You can easily browse around, or search for something specific.  When you find something you want, you simply click "Buy Now" and the app starts downloading and adds itself on your Dock.  No more futzing about with figuring out how to buy something from yet another vendor's website, tracking license keys, and so on.  You just find what you want, buy it, and start using it.

That's the experience we'd like all our customers to have, and that's why we're looking forward to publishing our apps in the Mac App Store.

10/24 UPDATE: From the comments, it seems some people are assuming that we're planning to stop selling software directly, i.e. to only offer our software through the Mac App Store. Sorry if that wasn't clear: we do intend to keep selling software from our own site as well, where we're able to offer trial downloads as well as discounts for upgrades, bundles, and volume purchases. We view the Mac App Store as a great alternative to retail stores (which have all those same limitations), not as a replacement for our own site (which doesn't). (Also, to be clear, we plan to charge the same list price both on our store and in the Mac App Store, just as we charge the same list price on our store and in retail.)

What a whirlwind of a year it's been! When the iPad was announced in January, I posted that we were planning to bring all five of our productivity apps to iPad. We've now shipped three of those five apps:

We're very proud of how well the iPad apps we've shipped so far are being received; they all have ratings which average four stars or better. And we're about to ship updates to each (with OmniFocus 1.1, OmniGraffle 1.3, and OmniGraphSketcher 1.3) which we'll be talking more about soon.

But we still have two more apps to ship!

First, a quick update on OmniPlan: we haven't really started on OmniPlan for iPad yet, because we're still busy building OmniPlan 2 for Mac. That's about to enter private beta; hopefully that process will give us a better sense of how close it is (and thus how soon we can start on the iPad app).

OmniOutliner is definitely closer, and we've made a lot of progress, but we've still got a ways to go.

When I say OmniOutliner has made a lot of progress, what I mean is this: it's currently able to read and view and edit and save OmniOutliner documents. But if there's one thing we've learned from building OmniFocus for iPad, it's that creating a great touch-based interface for text outlines is not an easy problem! It takes a lot of time. (Particularly when we have high standards for the animations: suddenly we have to worry about what the screen looks like through dozens of frames of animation, not just what it looks like before and after a change.) Creating a touchable outline wasn't easy to solve for OmniFocus, but at least there we knew what basic attributes each task would have: so we could decide which pieces of information to hide at what times, how to size and present everything to put your attention on the right pieces of information, etc. With OmniOutliner, on the other hand, every document gets to define its own schema, with different sets of columns, different summaries, etc., and we don't know what it all means and which bits of information are most important—so we have to build an interface which is much more general and flexible. It's fun work, but hard work and we still have a lot of it to do!

Meanwhile, Apple just gave developers a beta copy of iOS 4.2, which will be a free operating system update for the iPad and iPhone operating system when it ships in November. Since we still have a lot to do anyway, we think it makes the most sense to build OmniOutliner for iOS 4.2 (where we can take advantage of a number of its new features) rather than continuing to build OmniOutliner for iOS 3.2 and later scrambling to try to catch up with iOS 4.2's features. Since OmniOutliner for iPad will require iOS 4.2, it won't be out until sometime after that ships. (Though hopefully not long after!)

So, those are our plans at the moment! As I said in my original iPad or Bust! introduction, our plans change over time, so please don't rely on things happening exactly according to today's snapshot of those plans. But hopefully they will at least give you some insight into what we're doing and why, making it possible for you to decide whether we're going in a direction you're interested in.

As always, I'd welcome any feedback you might have: leave a comment here or send me a message on twitter (where you'll find me at @kcase).

For the visual learners in the crowd, I thought I'd let you know there's now a comprehensive OmniFocus video training course available from Lynda.com. The training course offers more than 3 hours of info, but it's broken up into manageable 5-10 minute videos for your viewing pleasure. (I don't know about you, but the idea of sitting down to three and a half hours of anything is enough to send me packing. This is why I avoid all movies described as "epic" or "a sweeping cinematic masterpiece", because you totally know that's just shorthand for "better not drink anything before trying to watch this, unless your bladder is the size of an Airstream").

You'll need a Lynda.com subscription to watch the entire course, but there are a number of videos available for free so you can check out their approach and decide if it seems up your alley.

From the course description:

Join Chris Mattia in OmniFocus Essential Training as he shares how to capture and organize projects and action items into a system for managing tasks and getting work done. This course covers working with projects and contexts, dynamically building to-do lists, creating custom views with Perspectives, and synchronizing the OmniFocus database across multiple computers. Exercise files are included with the course.

Topics include:

The philosophy behind OmniFocus
Creating an actions list
Organizing projects with folders and action groups
Scheduling parallel and sequential actions
Adding photos and audio to actions
Integrating with iCal and Mail
Backing up and exporting data
Using the OmniFocus iPhone app

Also, don't forget—there's an online training course for OmniGraffle, too. There! I just planned out your whole weekend for you. It's gonna be awesome.

After a beta testing period that got somewhat interrupted by WWDC and submitting OmniGraffle 1.2 for iPad to the App Store, we're happy to announce that the final versions of OmniGraffle and OmniGraffle Professional 5.2.3 are ready and available for download.

For those not following the beta releases, version 5.2.3 fixes some important bugs with respect to Bézier lines and how they connect to shapes, fixes some important issues when exporting to other formats, and adds file management options when exporting to various OmniGraffle formats to better get your files working on the iPad.

Find the disk images at our download page, and read up on the lengthy history of OmniGraffle at our historical release notes page.

Testing of OmniGraffle 5.2.3 beta 2 went well over the last two weeks, so we're ready to go for a release candidate. As is usual policy around here, we'll let the RC bake for a couple of weeks and then go final if nothing bad happens.

Disk images and release notes covering the history of version 5.2.3 can be found at the bottom of the OmniGraffle download page.

Say, have you ever found yourself trying to mock up a website with only a wet piece of toilet paper and a broken crayon and it's not fun at ALL because because the crayon is that cruddy "atomic tangerine" color and the toilet paper is one-ply and you are, like, totally building the worst website ever?

Well, have we ever got a handy video for you, then! We just posted our latest video overview, which is a mere 2:32 of your time but nicely covers the basics for using OmniGraffle for iPad to create website wireframes. This video is not only handy and informative, it also features the smooth vocal stylings of our wonderful Support Ninja and Talented Video-Maker, Kris. 

Take a look at the video here, and if there are other topics you'd like to see us cover—for OmniGraffle for iPad or any other app—please let us know!


We've added a couple of small fixes in this beta release, one that has to do with canvas names being incorrect on an export to HTML imagemap that was due to a different fix in beta 1, and Bézier lines should be back to normal, with the addtition of routing better according to their control handles when both endpoints are in the same location.

The beta's at the bottom of the download page, as are the release notes, short as they are.

We've made fixes to some pesky bugs that got missed during the development of OmniGraffle for iPad, and made some modifications to some of the built-in stencils, and added file settings for all exported OmniGraffle document types to better help getting your files over to the iPad.

Full release notes and download links at the bottom of the download page.

You guys, I hope you're not getting sick of our customer stories, but even if you ARE, you should stick around for this one. Because it's awesome. And involves monsters. 

Today we're going to be taking a look at how a comic artist uses OmniGraffle as his primary drawing tool, thanks to some fantastic info sent in by Simone Poggi. Simone is a developer/designer/illustrator who draws comics in his spare time—he's currently publishing his fantasy comic Another One Quest to Dust on the App Store, and he's working on an Android survival fantasy game as well. 

He writes,

I use Graffle to draw, it's like paper and pencil for me. Over the years Graffle has become my primary drawing tool, extending the way I create stuff to a whole new level. Today my skill with Graffle neatly surpass my freehand drawing abilities.

I have to say, out of the many ways I've seen OmniGraffle being used, I think this might be one of the most fun. It's never even occurred to me that you could create an entire comic with OmniGraffle, but of course you can! It just goes to show that my rejected marketing tagline, "OmniGraffle: Not Just For Diagramming Although It Is Very Good At Diagramming All We're Saying is That You Can, Like, Totally Use it for Other Stuff Too", was right all along.

Simone tells us which features are most helpful for him:

I really love the way Graffle manages the Bezier shapes and colors because it's really, really simple and intuitive, but at the same time it's powerful. You can easily create any shape, apply a color or a texture to it, set the desired transparency, and change a thousand options (gradients, shadows, rotation, scale, etc) to perfectly fit your needs. You can finely set your working area by giving your desired resolution in various unit measures.The level/layer/working area options are really useful as well to manage images, background and graphical effects in a separate way, without interfering with other parts of the image. Furthermore the export function works great and you can export in a wide array of filetypes, deciding (if allowed by the format) to set a transparent background or not.

You're thinking, that's great and all, but how does one go about drawing shiny stuff that rocks in OmniGraffle? Well, it is mighty convenient that you phrased your thoughts in that specific way, because Simone put together a tutorial to show you exactly how to do this. Let's take a look (Simone's instructions are in bold):

Start with a blank document, then:

Click on the Pen Tool (what Simone is describing as "new bezier shape") and place the points in the drawing area as shown in the above picture. Hold "command" key and drag one point away to generate a bezier curve from the selected point. If you need an asymmetric spline, just hold "alt" key while dragging the vector, this would modify only one vector of them instead of both.

We have a fine head shape: add the eyes from the stencils (drag out circles from the Shape stencil), resize and place them at the proper position

Now we have to tweak the line's details to improve the epicness factor of our masterpiece. We will enhance the thickness of the head's shape by selecting it, and setting to 4 pixels.

(Hee. Improving the epicness factor.)

Let's give some color to our creation. First, the background: change the color through the inspector button in the "fill" tab. Repeat and do the same for the eyes and the head as shown below:

Our work is almost ready! Now let's add some shinies with a glass effect!

Copy / paste the head shape, then add a new circle:

Select both the new head and the newly created circle, go to "edit" > "shapes" > "intersect shapes" menu. We now have a new object, shaped as the intersection from the head's shape and the new circle's shape.

Edit the newly obtained shape as follows: 

 

... and place it over the original head:

 

Our monster now is quite nice, but it looks like he's floating in air, let's fix this!

Through the stencil panel insert a new circle, then change his properties as follows:

- shape the circle as an oval

- fill with solid color: black 30% transparency

- no border, no shadow

Now we have to put this shadow under the monster: select the shape, then click on the "send to background" button:

Finished! Our masterpiece is done for now! You may save and exit or export your creation in various formats, to share it with your friends and with your enemies, too.

Hello, AWESOME. I know what I'll be doing for the rest of my afternoon. Monsters ahoy!

I asked Simone if there was anything he could change about OmniGraffle, and he conceded there are a few things that bug him:

Each time I double-click somewhere (as I often do when I try to insert additional points to a previuosly created shape) Graffle adds a text label. I hate that feature and I wanna kill it personally from a menu option in the preferences.

Yes, this can be annoying—I've encountered it too. Be sure that when you're double-clicking to add a point, you're doing so on the edge of the shape itself so you won't get that pesky label.

There is no way to draw an "open" Bezier shape. Every time you create a new shape, you can only choose between applying a border to it or nor. It would be great if I can choose to create a "broken shape" in a fast way. Actually i have to draw the shape and then redraw a Bezier Line over it.

Gotcha. Our intrepid OmniGraffle product manager, Joel, tells me this is a filed feature request, so hopefully you'll see it addressed in an upcoming release. Also, just so you know, this feature is currently implemented in OmniGraffle for iPad.

I'd really like to use gradient colors for the lines as it is now for the shape's area.

A workaround idea: create a slightly smaller shape, and place it on top of the larger shape so you can see the outline. Voila, hacked gradient outline!

Graffle still does not make coffee! Please stop disappointing me and implement this feature.

Simone, I could not agree with you more. I am emailing our engineers RIGHT NOW to find out the reasoning behind this critical design flaw.

A huge thank you to Simone for providing all this great information. You can find Simone on his website, and check out his Another One Quest to Dust comic online or on the App Store. If you'd like a copy of the OmniGraffle file he used to create this tutorial, you can download it here

Two and a half months ago, I announced that we were planning to bring all five of our productivity apps to iPad.  Two weeks later, I wrote about some of the steps we were taking to make that happen.  Now that iPad has shipped, I thought it might be good to review where we are now, and what our plans are going forward:

As the above graphic indicates, we've already made some great progress: two apps down, three to go!

OmniGraffle and OmniGraphSketcher are available now: they both launched with the App Store, and they've both been very well received—with App Store ratings averaging four stars. Of course, those were just our 1.0 releases, and we're not standing still: OmniGraphSketcher 1.1 for iPad adds data import and is already available as a free App Store update, while OmniGraffle 1.1 improves performance and stability and overall user experience and will be submitted to Apple for review very soon.

Meanwhile, I'm sure many of you are wondering about the other three apps: OmniFocus, OmniOutliner, and OmniPlan. We're currently working on OmniFocus and OmniOutliner in parallel. OmniFocus has a bit of a head start, thanks to the work we'd already done in bringing it to iPhone, so we anticipate its iPad app will be ready in June. OmniOutliner is a little further out, and our current projection is that it will ship this summer. Finally, after we've shipped those four apps, we'll round out the set with OmniPlan for iPad which we're currently anticipating will ship sometime this fall.

So that's where our iPad apps are today, and where we're going! Thanks for taking the time to read this, and for all of your support: over these first two weeks OmniGraffle has sold several thousand copies, making it one of the top apps in the iPad App Store! We've had a pretty amazing journey so far, and we couldn't do it without you.

As always, I'd welcome any feedback you might have: leave a comment here or send me a message on twitter (where you'll find me at @kcase).

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