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Apple's list of 235 apps that are incompatible with macOS Catalina

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Re: Apple's list of 235 apps that are incompatible with macOS Catalina

#151

Earlier quoted context omitted.

On the hand, most people stop playing most games pretty quickly after purchase, too. And the good ones often get remade. So, while this will disappoint some people, I think "destroys the reputation" is a bit much. Many game buyers don't care that much.

Top 2 games being played worldwide in steam right now were made 7 years ago. TF2 was made in 2007 and is still in the top 10. There’s also a huge number of gamers who played older games. In my friends list I’d say roughly half at any given time are imaging non-AA games that are at least 5 years old, and more than half at least regularly play older games. Going back and playing favourites is an absolutely integral par…

> Top 2 games being played worldwide in steam right now were made 7 years ago.

Being "old" is not a problem. Being unmaintained is. I bet that every game in Steam's top-100 list is still being maintained.

And 64-bit support has been available in Macs since 2007. Only games older than 12 years missed the opportunity to use modern tech.

Re: Apple's list of 235 apps that are incompatible with macOS Catalina

#152

The scheme behind the lack of downwards compatibility was always a pain with OSX. It's great for the app developers because they can offer you a paid upgrade to a new compatible version. But UX wise it's so bad it makes you consider moving to another OS. I once had ProTools on a MacPro and found it out the hard way. I thought I could just upgrade to the next OSX version like with almost any other OS. But after the up…

Killing 32 bit support is going to cost me about $600 per year, because I still have a pre-CC copy of Photoshop, In Design, and so on. I am absolutely furious at Apple for this.

yes, it's been clear that that's where adobe was heading (adobe is where most of your ire should be directed, imho).

pixelmator and affinity designer jumped into the market at the right time (a few years ago) to capture adobe refugees like me for my (mostly modest) visual design needs.

in any case, you can stay on mojave to run creative suite for now, and perhaps via a VM in the future. catalina doesn't seem to have any killer features (other than maybe sidecar) that make it a must-have upgrade (and apparently enough bugs to make it a should-wait upgrade).

Re: Apple's list of 235 apps that are incompatible with macOS Catalina

#153

Earlier quoted context omitted.

Killing 32 bit support is going to cost me about $600 per year, because I still have a pre-CC copy of Photoshop, In Design, and so on. I am absolutely furious at Apple for this.

so, uh, just don't upgrade?

Right? If you want to use legacy software, use legacy software. You can even dual boot!

Re: Apple's list of 235 apps that are incompatible with macOS Catalina

#154
post #68

Earlier quoted context omitted.

You can't run any Mac apps on iOS. I think Microsoft's big problem on mobile was if anything a first-mover disadvantage; they had Windows Mobile designed to compete with Blackberry and Java ME devices. The iPhone was able to basically produce a second-generation product that bested all of those things. Microsoft wasn't able to catch up the second generation by the time the market was entrenched, and I suspect that it…

The Xbox One isn’t a great example of a successful product. The whole XBox division still hasn’t recouped its losses. https://www.extremetech.com/gaming/251038-theres-no-profit-m...

not making money on the xbox 1X. but making profit on the One S. which is an excellent piece of hardware for the sub 300 you pay for it.

Re: Apple's list of 235 apps that are incompatible with macOS Catalina

#155

Earlier quoted context omitted.

If my customers wanted this, I would gladly budget for it. But nobody has asked for this, even when I bring it up. The reason (I imagine) is that people use my software in professional/home studios where you typically have a dedicated computer to run the software. People purchase a computer based on the recommended specs of my software, and some don't even bother connecting it to the Internet after getting everything…

You don’t have to pay anything to get your code signed....

"Beginning in macOS 10.15, notarization is required by default for all software." https://developer.apple.com/documentation/security/notarizin...

Notarization requires that the software is signed with a certificate obtained from your $100/yr Apple Developer membership.

Re: Apple's list of 235 apps that are incompatible with macOS Catalina

#156
post #2

This is why Microsoft is the better long-term play: Backwards compatibility -- their commitment to the investment of labor. If you build your software on Apple, there almost certainly will come a point in the future where your code will cease to work. Microsoft has made a commitment to backward compatibility. It's such a huge benefit. I have code that has continued to run, untouched, for decades . I don't have to upg…

> This is why Microsoft is the better long-term play: Backwards compatibility

Small friendly jab: My trusty Photoshop CS2 doesn't agree.

Re: Apple's list of 235 apps that are incompatible with macOS Catalina

#157
post #147

Earlier quoted context omitted.

So what? I was speaking about all PC OEMs selling Windows 10 devices, not only Microsoft. I also posted estimates where computer sells are a fifth of mobile sells. Apple hardware is hardly relevant outside US and a couple of first tier countries. And neither are PC sales. Most people’s only computer is a phone and most of the money coming from those people are on mobile. Mobile phones are good for exactly that, phone…

There is plenty of money to be done doing desktop software, in fact that is what I have done the past five years, before switching employer.

So can you name one software vendor outside of Microsoft and Adobe making any real money selling desktop software - besides games?

How fast do you think a startup founder would get laughed out of an investor’s office of he started his pitch with “I have this great idea for a Windows Application”?

On the development side, it would be crazy for any developer to tie their horse to .Net Framework when MS has publicly said that it is in maintenance mode.

There were still a few jobs for Windows CE developers as late as 2014 even though MS abandoned it after VS 2008 (2007?). It would have been foolish for me to take such a job.

Re: Apple's list of 235 apps that are incompatible with macOS Catalina

#158
post #68

Earlier quoted context omitted.

You can't run any Mac apps on iOS. I think Microsoft's big problem on mobile was if anything a first-mover disadvantage; they had Windows Mobile designed to compete with Blackberry and Java ME devices. The iPhone was able to basically produce a second-generation product that bested all of those things. Microsoft wasn't able to catch up the second generation by the time the market was entrenched, and I suspect that it…

The Xbox One isn’t a great example of a successful product. The whole XBox division still hasn’t recouped its losses. https://www.extremetech.com/gaming/251038-theres-no-profit-m...

The Xbox One has had problems from a business perspective, but I think they have more to do with the Kinect inflating the launch price than they do the NT kernel.

Re: Apple's list of 235 apps that are incompatible with macOS Catalina

#159
post #66

Earlier quoted context omitted.

>This move destroys the reputation of Mac as a game platform You can't destroy what never existed.

My first thought too. Nobody buys a Mac for gaming. I can't think of any Mac games other than "Myst"

If by “Mac games” you mean Mac-first games… Marathon! Frog blast the vent core, baby.

Also, wasn’t Quake III very briefly a Mac exclusive?

Re: Apple's list of 235 apps that are incompatible with macOS Catalina

#160

Earlier quoted context omitted.

You don’t have to pay anything to get your code signed....

"Beginning in macOS 10.15, notarization is required by default for all software." https://developer.apple.com/documentation/security/notarizin... Notarization requires that the software is signed with a certificate obtained from your $100/yr Apple Developer membership.

You don’t have to have a paid developer account.
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