iOS indie developers writing every day about their stuff.

To Pad Or Not To Pad

Raimon Zamora
gavinagames.com

As of the last days I’m testing the playability of my upcoming game. I’ve tried some control schemes, and finally I felt the most comfortable with some kind of virtual d-pad. I was nonetheless conscious that it seems most people hate virtual d-pads, either players or game developers I admire.   That’s the question My […]

Suppressing Xcode Warnings On A Per File Basis

Shane Crawford
bluelightninglabs.com

I’m a fanatic about fixing warnings and errors in my code. Whenever I see one I tend to fix it right away which helps make it easy to see new ones when they pop up. However, there are occasions when you just can’t fix them. For instance, you might be using an open source bit […]

Suppressing Xcode Warnings On A Per File Basis

Shane Crawford
bluelightninglabs.com

I’m a fanatic about fixing warnings and errors in my code. Whenever I see one I tend to fix it right away which helps make it easy to see new ones when they pop up. However, there are occasions when you just can’t fix them. For instance, you might be using an open source bit […]

The Year In Review: 2011

Ken Carpenter
mindjuice.net

Wow!  2011 is almost over and 2012 is just around the corner!  I simply cannot believe that another whole year has passed! Looking back on my goals for 2011, I achieved only two of them, and that was in the first month of the year.  Since then, although I have been quite busy, there has […]

The History and Future of Video Game Distribution

Steffen Itterheim
learn-cocos2d.com

It seems like a no-brainer to most computer-affiniados and gamers: eventually, all video games will be distributed online. The question is only, when? To retailers this seems to be a whole different story. Most of them are in denial, as I can tell from occasionally reading retail game publishing magazines. They’ll be in for quite […]

iOS App Free Promotion, Chinese App Market, and Grand Canyon

Yuchen Wang
clingmarks.com

Last week, I ran a free promotion on my iOS game “PenguinLinks Pro 2”, and have learned a lot from this process. This blog post shares some numbers from this promotion, and my thoughts on how effective the “free promotion” is in general. It also discussed the growth of Chinese app market.

iOS App Free Promotion, Chinese App Market, and Grand Canyon

Yuchen Wang
clingmarks.com

Last week, I ran a free promotion on my iOS game “PenguinLinks Pro 2”, and have learned a lot from this process. This blog post shares some numbers from this promotion, and my thoughts on how effective the “free promotion” is in general. It also discussed the growth of Chinese app market.

Statistics Never Lie

Ben Williams
aspyreapps.com/blog

One of my goals at the start of 2011 was to spend 50% of my time on in-house …

Resist Launching Prior to Completion of Pre-launch Promotion Plans—Applying the 4 P’s of Marketing to Apps, part 4a

Justine Pratt
creativealgorithms.com/blog

Developing mobile apps is a business. Many mobile devs are one- or two-person shops, so in addition to the coding hat, other hats must also be worn, to be successful. Great apps won’t sell themselves, especially in the sea of apps that have come to fruition in the most recent three+ years. When we learn to develop, we read books, we self-teach, we take classes, we attend conferences. Marketing is another side of the business that must be learned, in the same manner. As a dev, you usually have a game plan and timing plan for the development process. A […]

How Much For An App?

Josh Jones
appsbynight.com

I get this question a lot. So much that I decided to make a blog post about it. If you don’t want to read the rest of the article, I’ll tell you the answer right now: It depends. Let me tell you why… photo credit: epSos.de The Not-So-Easy Answer Asking “How much does an app […]