iOS indie developers writing every day about their stuff.

2012 – My year of iOS

Kyle Newsome
bitwit.ca

A brief personal update. A new job and personal game plan make it look like this year is coming up iOS for me.

How to Download Modified Files from a Web Server for a Cocos2D Webcam Viewer

Steffen Itterheim
learn-cocos2d.com

Wouldn’t it be awesome if you could update your game’s assets while your app is running? It turns out you can, and it’s not even very complicated. Whether you want to tweak a game setting or experiment with a variety of image styles on the fly, this will be one of the things you wish [...]

Using Cocos2D in a UIKit project

Ben Williams
aspyreapps.com/blog

I recently needed to add a “water ripple” effect to a project. Although there is a simple water …

UIStoryboard Power Drill

Jason Lust
StellarOnline.com

I’ve read some good reasons why Storyboards are not ready for prime time. Some of the articles like Jonathan at toxic software.com simply help me find out that I wasn’t doing something wrong, it just wasn’t meant for that. But there are some benefits from using a storyboard that I wanted to keep, so I got adamant about finding workarounds. Here’s one:Drill down UITableViews – Standard1. Provided you’ve started with a subclassed UITableViewController, or a TableView in a UIViewController that is already the root relationship from a UINavigationController. 2. You link the push outlet from the cell prototype back to […]

Launch Blitz, Timing It Right – Applying the 4P’s of Marketing to Apps, Promotion, part 4b

Justine Pratt
creativealgorithms.com/blog

App complete, check. App tested, check. App submitted to Apple, check. Pre-launch promotion prep work done, check. Now what? It’s all about the timing. Based on our experience in the AppStore, there are three things that contribute most to sales numbers: 1) Getting noticed by Apple (and being featured) 2) Word of mouth and 3) Launch Blitz. I discussed the strategy for getting noticed by Apple in previous 4 P’s posts: make a great product, include new iOS tech, follow the HIG, have a polished icon and screens. Word of mouth is just the snowball effect—the more people own (and […]

Coding With a Broken Arm

Josh Jones
appsbynight.com

On Jan 5th, I was riding my bike on the same route I’ve been riding for 2+ years. Only on that day my tires didn’t turn properly which caused me to land on my wrist and breaking and dislocating the bottom section of my upper arm. Changes As I write this, I’m in full arm [...]

Make A 2D Game With Unity3D Using Only Free Tools: Beginning Enemy AI With A* Pathfinding

Tim Miller
rocket5studios.com

In This installment of our 2D tutorial series, we will be adding enemy AI to our Lode Runner clone using A* Pathfinding. This post has been guest written by Adrian Seeto of Fun Mob Games who was also kind enough to write the AI scripts that are a huge part of bringing the game to [...]

Unit testing for blocks based APIs

Marin Todorov
touch-code-magazine.com

In this article I’m not going to explain how unit tests work and so on, but I’d rather cover how to overcome some obstacles if you are writing unit tests for block based APIs. Unlike your iPhone apps the unit test suite is being started, it runs the code of all tests and then when there’s nothing more to run it just exists. If it didn’t spit any exception, the test was successful. End of story. So let’s see how that pairs up with using blocks.

A pullable view implementation (like Notification Center)

Fábio Rodella
crocodella.com.br

For an app I’m designing at the moment I had the need to use a pullable view (sliding drawer) similar to how the iOS 5 Notification Center works, where you can flick or drag a handle to reveal or hide … Continue reading →

A New Year


scienceathand.com

Its a new year and like many I made resolutions abut many things including spending time updating this blog. Then life interfered and I’m behind already. Life has a way of getting in the way. So to give it a … Continue reading →

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