iOS indie developers writing every day about their stuff.

2012: The End is Nigh

Ken Carpenter

Another year over.  The Earth still exists.  I believe this is a Good Thing™.  Anyway, here’s what I did this year. Mind Juice Accomplishments in 2012 Unicorn Rush – I finally shipped this game!  I had intended to ship it by end of Q1 2012 (well actually I intended to ship in in Dec. 2010, […]

Scaling Cocos2D Node Positions with Display Resolution

Steffen Itterheim

Here’s a quick tip on how to design your scenes so that they scale up to higher resolution displays. For example when your app runs on a widescreen iPhone / iPod touch or on an iPad. This article is not about Retina displays, which use the same coordinate system and merely display higher resolution images. […]

Annual Apple Shutdown Begins Now!

Mark Granoff

If you are an Apple Developer, you have no doubt been bombarded lately with reminders that Apple is shutting down its developer portal for Christmas beginning today Friday, December 21st, through next Friday, December 28th. What shall we do without our daily dose of download statistics?! When I first experienced this annual shutdown my first … Continue reading →

Deadlines, and Indie Experience

Greg Holsclaw

Deadlines. Love them or Hate them. Evil things that demand overtime from underpaid artists and engineers, or the only thing producers can use to nail down those creative types to actually deliver assets. I don’t want to get into the pros or cons of deadlines, I just want to share my perspective as an indie, and how some deadlines helped us ship our latest free to play, iOS title, Block You. As an indie developer, the ‘It ships when it is ready’ mentality is very prevalent. Not constrained by typical oversight, with costs less than visible than normal (didn’t get […]

The Four Ways of Scrolling with Cocos2D Explained

Steffen Itterheim

There are two classes of scrolling, "fake" and "real". Altogether there are four ways to create a scrolling view in Cocos2D: with CCCamera, with CCFollow, manually moving a layer and "faking it". I’ll discuss each approach and show their advantages and disadvantages as well as point out for which types of games they work best. […]

[self viewDidChange]; — Wait. What?

Mark Granoff

No, that’s not a new and magical API in the title. Just an eye catcher… This week I changed day jobs. So literally, my own view has changed. That is to say, the office I go to, the people I see, and windows I look out of past my new desk have all changed. The … Continue reading →