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The Continuity Camera and ‘Unlock With Apple Watch’ Conspiracy

Continuity Camera is amazing. Since it was introduced in macOS Ventura, I’ve been using the feature almost daily. Continuity Camera is a native feature on macOS that lets you use an iPhone as your webcam. For it to work, you can either connect the iPhone to your Mac using a cable, or use it wirelessly if both devices are signed in with the same Apple ID. It’s quite impressive that, despite having to rely so often on video calls for work, I still don’t own a webcam today. Instead, the camera I use at my desk is an old iPhone SE (2nd generation), which was my partner’s main iPhone until they upgraded last year.

Over the past few months, however, the number of video calls I have needed to take on a daily basis has become critical. As an activist, part of my work now also involves conducting online training sessions with sometimes up to a hundred participants at a time. I just couldn’t afford to join one of those sessions and not have my camera working. Continuity Camera became a feature that I need to work reliably. Sadly, it doesn’t. Half of the time, apps like Zoom and Discord on macOS could not see the iPhone SE in the list of available cameras. This meant I had to fetch a Lightning cable to manually connect the iPhone. If I was unlucky that day, and that didn’t work, I would have to completely reboot the Mac. If I was really unlucky that day, and even that didn’t work, I would end up joining the call without a camera. Despite meeting all the requirements listed by Apple Support, this problem just kept happening on random occasions.

I had to find a fix for this bug, or at least a way to work around it.

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Apple Releases iOS and iPadOS 17.2 with Journal App, Messages and Music Improvements, and More

iOS 17.2.

iOS 17.2.

Today, Apple released iOS and iPadOS 17.2, the second major updates to the operating systems that launched in September and I reviewed on MacStories.

iOS and iPadOS 17.2 revolve around two kinds of enhancements: there are a series of updates to built-in apps (mostly Messages, Music, and Camera) and various tweaks to widgets; then, there’s the brand new Journal app for iPhone, which aims to reinvent the practice of journaling for iOS users with a built-in solution that’s deeply integrated with the OS and apps.

We’re going to cover Journal with a standalone article on MacStories from the perspective of someone who’s been keeping a journal in Day One for several years. In this story, I’m going to focus on what else is new in iOS and iPadOS 17.2 and the different improvements you’ll find throughout the system.

Let’s dive in.

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MacStories Selects 2023: Recognizing the Best Apps of the Year

John: Every year, it seems like the MacStories Selects awards roll around faster than the last, and this year was no exception. For most people, the year begins on January 1st, but for us, WWDC marks the beginning of our year, and the MacStories Selects Awards feel like its conclusion. Plenty happens the rest of the year, but it’s these seven months that are the main event for us.

June begins with excitement about what developers will be able to do with Apple’s latest frameworks. Reconnecting with developers and meeting new people energizes and carries us through a busy summer and fall. This year marked Federico’s return to WWDC for the first time since the pandemic, and seeing so many developers together made this year’s WWDC the best in years.

2023 was an exciting year for apps. Read-later apps continued to be hot, but nothing was quite as big as interactive widgets, which brought new experiences to our Home and Lock Screens and shook up how many of us set up our devices.

Next year promises to be an even bigger year for apps with an all-new Vision Pro App Store on the way. For now, though, it’s time to pause and reflect on the many apps we tried in the year gone by and recognize the best among them.

Like last year, we’ve picked the best apps in seven categories:

  • Best New App
  • Best App Update
  • Best New Feature
  • Best Watch App
  • Best Mac App
  • Best Design
  • App of the Year

But there’s more. Club MacStories members picked the winner of the MacStories Selects Readers’ Choice Award. Plus, as we’ve done the past couple of years, we’ve named a Lifetime Achievement Award winner that has stood the test of time and had an outsized impact on the world of apps. This year’s winner, which joins past winners PCalc and Drafts, is the subject of a special story I wrote for the occasion.

We also recorded a special episode of AppStories covering all the winners and runners-up. It’s a terrific way to learn more about this year’s apps.

You can listen to the episode below.

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46:16

So with that, it’s my pleasure to introduce the 2023 MacStories Selects Awards to the MacStories community.

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2023 MacStories Selects Awards: Lifetime Achievement Award

It’s no secret that we’re big fans of the Pixelmator Team’s image editing apps at MacStories. A lot of our coverage in recent years has focused on Pixelmator Pro and Photomator, but long before those apps ever hit the App Store, there was just plain Pixelmator, an app that’s still available on the iPhone and iPad, and I still use regularly.

Pixelmator debuted on the Mac in the fall of 2007. Here’s how the Pixelmator Team described the release on its blog:

Pixelmator Team today released Pixelmator 1.0, GPU-powered image editing tool that provides everything needed to create, edit, and enhance still images.

Built from the ground up on a combination of open source and Mac OS X technologies, Pixelmator features powerful selection, painting, retouching, navigation, and color correction tools, and layers-based image editing, GPU-powered image processing, color management, automation, and transparent HUD user interface for work with images.

It’s fun to look back at the app’s launch page with its focus on the iSight camera, iPhoto, and the latest Mac OS X technologies like Core Image and Open GL. It feels dated now, but the fundamentals that made Pixelmator an exciting new app in 2007 are just as important for the app and the Pixelmator Team’s other apps today as they were then.

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First Look: Stray for Mac

Source: Annapurna Interactive.

Source: Annapurna Interactive.

Stray, a high-profile and well-regarded videogame that debuted in 2022, is now available on the Mac. Initially launched on PlayStation and Windows, followed by an Xbox version this past August, today’s Mac release is available on both the Mac App Store and Steam.

The game, created by BlueTwelve Studio and published by Annapurna Interactive, is set in a neon-lit, post-apocalyptic cityscape where you play as a cat. Thrown into an unfamiliar environment, your goal is to solve the mysteries of a dangerous rundown city aided by a flying robot named B-12.

Stray was generally well-received by reviewers, who appreciated how BlueTwelve imbued its cat protagonist with personality and captured life-like cat movement and behavior. As a result, it’s unsurprising that the number of systems on which you can enjoy Stray’s feline adventures has continued to expand.

I played Stray when it debuted on the PlayStation 5 and enjoyed it. The game’s controls are relatively simple, and the story isn’t terribly long, but the puzzles are challenging, and the cyberpunk visuals are stunning. It’s been a while since I last dipped into Stray, but the game was one of my favorites of 2022, so when I got the chance to play it a day before the launch, I jumped at the opportunity.

I’ve only had time to play Stray on the Mac for a few hours, navigating through the introductory scene and the early part of the game, so this isn’t a review. However, as someone familiar with the console version, I thought I’d share my early impressions playing on my M1 Max Mac Studio and my M1 MacBook Air.

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Procreate Dreams First Impressions

Artwork source: Procreate.

Artwork source: Procreate.

I’ve been playing with Procreate Dreams for about a week. The brand new animation app from Procreate shares a lot of DNA with the company’s flagship drawing and painting app. As a result, despite my limited time and scant artistic talents, I expect Procreate Dreams will be a hit.

Procreate made a name for itself with artists with its gesture-driven, hands-on approach to art. By focusing on gestures, the company’s first app puts your artwork front and center, providing the maximum context for what you’re working on and reducing distractions. The approach also encourages interacting with the app’s canvas in a natural, fluid way.

Artwork source: Procreate.

Artwork source: Procreate.

That same approach is the hallmark of Procreate Dreams. The app tackles animation in much the same way Procreate reimagined drawing and painting on an iPad. The tools at your fingertips are deep and sophisticated but get out of the way of your creation. At times, the discoverability of features suffers a little as a result, but after spending some time tapping UI elements, long-pressing to reveal context menus, and experimenting with multi-finger gestures, Dreams reveals itself, rewarding the curious who take the time to learn what it can do.

All of the familiar Procreate brushes and tools are available in Dreams. Artwork source: Procreate.

All of the familiar Procreate brushes and tools are available in Dreams. Artwork source: Procreate.

Procreate Dreams, which has been in development for five years, offers multiple ways to create 2D animation. The full suite of Procreate brushes and tools is available to artists. For anyone who has used Procreate before, this is the perfect place to start with Dreams because it will immediately feel like home. However, underlying those familiar brushes is a new and more powerful painting engine that allows for larger canvases and more complex artwork, giving the app room to grow into the future.

Dreams also introduces a new way to animate called Performing, which allows artists to record the movement of their creations using touch. Tap record and drag a selected item on the app’s stage, and Procreate Dreams will add keyframes and paths automatically, simplifying the process of bringing your artwork to life.

Artwork source: Procreate.

Artwork source: Procreate.

Other edits can be accomplished from the timeline, which supports multiple layers, manual keyframing, cel animation, video editing and compositing, and more, all using gestures to access features and select content. When you put it all together, there’s a lot going on, but it works smoothly thanks to Apple’s Metal framework running on Apple silicon.

You’re not limited to hand-drawn animation on a blank canvas, either. Dreams supports video, to which you can add an animation layer and edit, crop, zoom, pan, and more. Separate audio tracks can be added, too.

I plan to spend some quality time in Procreate Dreams over the holidays. Drawing apps has never been my forté, and drawing on a timeline adds an additional element of complexity. However, Dreams isn’t like any other animation app I’ve tried before. My familiarity with Procreate gave me a head start, easing me into unfamiliar territory. That’s a big advantage for the app and an even bigger one for anyone who has ever wanted to try their hand at animation.

Procreate Dreams is available on the App Store as a one-time purchase for $19.99.


I Tried to Run Cities: Skylines 2 on My M2 MacBook Air via Apple’s Game Porting Toolkit… And I Discovered A Great App Instead

I have always been a huge fan of city-building games. The first video game I ever played was SimCity 3000, on my uncle’s bulky PC running Windows 2000. I then went on to play SimCity 4 throughout middle and high school. Sadly, EA’s reboot of the franchise in 2013 was a sizable disappointment, and has lead fans to love Cities: Skylines instead, a newcomer to the genre.

Cities: Skylines was released in 2015 simultaneously on Windows, Mac, and Linux. I have fond memories of playing the game on my newly purchased 13-inch MacBook Pro. It was my companion during numerous train trips I took across France and Germany that winter. Although the MacBook Pro’s battery would probably have been depleted in 20 minutes if it were not for the presence of power plugs in most trains, the fact that it launched and ran on my Mac without compromise was impressive.

I was eagerly looking forward to the release of Cities: Skylines 2 this year. After reading a number of positive reviews, I knew I would want to play the game as soon as possible. Unfortunately, Paradox Interactive threw a wrench in my plans: Cities: Skylines 2 is currently exclusive to Windows, and the company has not yet announced any plans to release the game on macOS.

This year at WWDC, Apple released the Game Porting Toolkit, a software translation layer that can help game developers easily port their Windows games to the Mac. It seemed the toolkit was allowing users to launch their favorite Windows games on their Mac with surprising ease. Intrigued, I wanted to test it out to see if I could play Cities: Skylines 2 on my M2 MacBook Air.

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watchOS 10: The MacStories Review

In my watchOS 9 Review last year, I spent the introduction reminiscing on the more exciting days of watchOS yore. Those early years were full of whimsy and foolishness, with many wild and ambitious new features that failed far more often than they succeeded. By my count, it took until watchOS 4 for Apple to find its footing, and by watchOS 6 the predictable pattern of iteration that I laid out last year had begun.

As I said last time, it’s hard to argue against the slow and steady march of watchOS. This software joined with the Apple Watch hardware has resulted in a years-long market domination that shows no sign of stopping. Yet, market be damned, I couldn’t help but feel disappointed. Health and fitness features were flourishing, but the rest of watchOS never quite felt fully baked.

As it turns out, Apple seems to have agreed.

In watchOS 10, for the first time in years, the iterative update pattern is broken. Rather than the usual handful of minor app updates, new watch faces, and health and fitness features, Apple has instead dropped another major rethink of Apple Watch interaction methods. The side button has been reassigned, the Dock has been demoted, apps have a new design language throughout the system, and widgets have made their Watch debut.

This is the largest year-over-year change to watchOS since version 4, and I am here for it. Let’s jump in and see if Apple has hit the mark this time, or if they’ll be back to the UI drawing board again in the years to come.

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    Apple Releases iOS and iPadOS 17.1 with New Apple Music Features, Small iPad Enhancements, and More

    iOS 17.1.

    iOS 17.1.

    Today, Apple released iOS and iPadOS 17.1 – the first major updates to the operating systems that launched (and I reviewed) in September. I’ll cut to the chase: these are not big updates and don’t come with new emoji. Instead, iOS and iPadOS 17.1 bring a variety of previously-announced (and then delayed) features such as AirDrop over the Internet and new cover art templates in Music, but they don’t address the complete list of functionalities for this OS cycle that Apple originally announced last June.

    Let’s take a look.

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