iOS indie developers writing every day about their stuff.

Learn SpriteBuilder book: Progress Update #1

Steffen Itterheim

Since the announcement of the Learn SpriteBuilder book I’ve submitted the first three chapters to Apress. Actually it’s chapters 2 through 4 because I’ve learned that the details in the first chapters tend to change significantly. This includes version numbers but also highlighted features, tool and project names, and so on. Chapter Summary Following is […]

‘Learn SpriteBuilder’ – the next book for Cocos2D v3 developers

Steffen Itterheim

I’m excited to announce that I am writing a new book, titled Learn SpriteBuilder. It will be published by Apress and is both sponsored and supported by Apportable with top-notch graphics. Over the course of the book you will create a level-based, parallax-scrolling game that’s not unlike Badland with some elements from Leo’s Fortune. The […]

Advanced Swift – Part 1

Tod Cunningham

This is a summary of the topics and notes that I found interesting from watching the Advanced Swift WWDC session 404 by John McCall and Dave Abrahams.  I highly recommend you watch the session.  It also has some commentary from me which you may or may not agree with.  Please feel free to join the conversation. :) I have also attached a swift playground file with the sample code.The Simple Thing ClassThe first class the session introduced was the “Thing” class.  It’s fairly basic, so I went ahead and completed its implementation. This was also the first time I realized that […]

The First Essential Swift 3rd Party Library To Include In Your Project

Dave Wood

As we all scramble to learn this fantastic new language Apple gifted to us at WWDC 2014, we’re coming across new ways of doing things, either because the new way is better, or because the old way is no longer possible. One of the main features that Swift has taken away, is the C preprocessor. That’s what enabled #define’s to work. A common #define used is for debug logging, to include useful info with every line. #define DLog(…) NSLog(@”%s(%p) %@”, __PRETTY_FUNCTION__, self, [NSString stringWithFormat:__VA_ARGS__]) This lets us go from this: NSLog(@”Simple Message”); 2014-06-08 05:38:54.649 TestApp[35062:60b] Simple Message to this: DLog(@”Simple […]

Catch22′s of Running a Successful Mobile Software Development Company

Justine Pratt

Being a mobile developer is not all it’s cracked up to be, but it’s manageable, and possible to be successful. Despite all the thoughts of millions of downloads, not everyone gets those. Probably relatively few. But we do survive, but only if we spread out our risk. It’s somewhat like how people invest. If you spread out your investments over various types of items, if one area tanks, another will thrive. In the end, you have an even amount of return on your investment and a good balance. In this post, I’ll explore some of the Catch22′s of running a […]

Reflections on a Cancelled Collaborative Project

Kyle Newsome

This past April I cancelled a collaborative project I had been working on with another developer since last November. I wanted to write a little bit about the project and what happened that led to this decision in an effort to continuously improve what I do. This is my post-mortem.

Simplifying Ad-Hoc Distribution

Ben Williams

As an iOS freelancer, I work with many different clients every day, who all have their own processes …

FilterFresh: The Back Story

Mark Granoff

This week, with as much media “blitz” as an indie shop can muster, we announced our latest app, FilterFresh, along with our completely revamped website. FilterFresh is free and solves a simple problem: It reminds you when to change or clean your filters. (Think: HVAC or water or any other kind of filter you have.) As … Continue reading →

Badged UIBarButtonItem

Mark Granoff

A new project (nearly ready to release; stay tuned) required some custom UI. One element was a badged UIBarButtonItem, for which I wrote a custom class, which I am releasing as open source here: So what’s the use case? You have a UIBarButtonItem in a navigation bar that you want to adorn with a … Continue reading →

Let’s have a QuickLook: how to use Xcode’s latest debugging feature

Steffen Itterheim

Xcode’s QuickLook debugging feature allows you to get more details, and be more visual with your debugging data. For example you can even grab a screenshot of the cocos2d screen and display it right within Xcode: How QuickLook works Apple’s got the QuickLook documentation for you. Enabling QuickLook for a class requires merely adding a […]