"Go screw yourself Apple" — Lee Brimelow
Instead of just adding to the oodles of posts out there on Apple's recent move with just another long hateful rant, I will just add my two cents in little paragraph, as well as a few good reads on the matter.
What are you talking about?
Okay, let's start from the beginning.In the past, to develop iPhone apps, users had to download the "free" (note the quotes) SDK from Apple, which ONLY runs on MAC. In addition, developers had to pay $99 per year to Apple and join the "iPhone Developer Program" in order to publish their apps to the store. The only way to put iPhone apps onto your iPhone is via the apps store (unless you jailbreak the phone, but that may void your warranty)
This was the only way to develop games and applications on the iPhone, and some companies would offer to port the games for a fee.
On October of 2009, at the Adobe MAX conference, Adobe announced that Flash Player CS5 will have the ability to export Flash games and applications to a format that can run natively on the iPhone. Natively means no slow interpreters or emulators, but direct compiling to the iPhone's bytecode. [Ryan Ragona's comprehensive blog post, Lee Brimelow's video, and Adobe's official iPhone apps site]
The compiler upgrade in CS5 was VERY exciting for developers, as not all developers have the time or money to port all their games to the iPhone format or go through each line of code and translate it to Objective-C.
Wohoo! Now even I can make iPhone games!
Not so fast, I haven't come to the bad news yet.Early April 2009 Apple announced that it is illegal (or whatever legal term they used) to compile your iPhone applications using any other tools then their SDK.