iOS indie developers writing every day about their stuff.

Unit Testing for Fun and Profit

Mark Granoff
hawkimedia.com

How do you know if your code works? You test it of course. But, how do you test your code? Do you run it in the simulator? On your device? Is that enough? The simple answer is: No. How can we do better? Answer: Unit testing! It is a well established software engineering maxim that … Continue reading →

Tips for Mobile Devs – Image Magick Command Line

Jake Gundersen
indieambitions.com

When I first began contracting I stumbled on to a tool that I now use all the time, Image Magick. Image Magick is a C library that can be used in all kinds of ways, including inside your iOS app if you want. But, I use it as a command line tool to manipulate image …read more

Muster my Monsters characters: “CHUCK”

Toni Sala
indiedevstories.com

Source: Muster my Monsters characters: “CHUCK” – Indie Dev StoriesChuck is neither a monster nor a human being. He is God. Image Gallery About Muster my Monsters Muster my Monsters is a social/party game featuring terribly horrible and ridiculously weird fighting-monsters. We are currently working hard on it at IndieDevStories and It … Continue reading →Source: Muster my Monsters characters: “CHUCK” – Indie Dev Stories Indie Dev Stories – Stories from an Independent Games Developer

How much memory? Calculating the Size of Textures, Audio Buffers, Classes and Collections

Steffen Itterheim
learn-cocos2d.com

When you embark on a project, the first thing a developer ought to do is to run some basic math. Especially if you already have some specs regarding the number and sizes of assets. Because otherwise you may end up trying hard to work around a memory related issue which perhaps even modern desktop computers […]

Muster my Monsters characters: SMASHMALLOW MAN

Toni Sala
indiedevstories.com

Source: Muster my Monsters characters: SMASHMALLOW MAN – Indie Dev StoriesNot the regular sumerian demonic deity. This one tastes sweeter than the rest. Image Gallery About Muster my Monsters Muster my Monsters is a social/party game featuring terribly horrible and ridiculously weird fighting-monsters. We are currently working hard on it … Continue reading →Source: Muster my Monsters characters: SMASHMALLOW MAN – Indie Dev Stories Indie Dev Stories – Stories from an Independent Games Developer

Later Never Comes

Mark Granoff
hawkimedia.com

What is the cost of expedience? Answer: Technical debt. How often have you had to solve a problem quickly, knowing that your solution was correct (i.e. it works), but not really how you’d have liked to do it? Sometimes the real world demands such tactics, and we think “We’ll fix it later.” But later never … Continue reading →

Developing with a Magic Trackpad

Ben Williams
aspyreapps.com/blog

As I don’t own a laptop, I’ve always felt that by using a mouse that I was missing …

a different kind of app gold rush

Aaron Griffith
aaron.griffith.name/weblog

I originally made “My Hoop Champ” as an app to track my own kids basketball games and share them with family and friends.  I couldn’t find an existing app on the app store that did everything I wanted with a nice, relatively simple UI.  I came up with a couple of prototypes and finally settled on something […]

Basic gameplay strategies – Mini Mob Development Diary #2

Christopher Waite
bytesizeadventures.com

As predicted, porting the prototype from MOAI to Cocos2d was relatively simple. There were some considerations to be made owing to the procedural nature of Lua vs the object oriented nature of Objective-C. All in all though the port went without a hitch. That means I’m now at a point where my Ludum Dare prototype […]

KoboldTouch: Autoscaling Demo (cocos2d developers’ most wanted feature)

Steffen Itterheim
learn-cocos2d.com

I already blogged about scaling node positions with display resolution. This feature is now built into KoboldTouch. Time for a demonstration before I get back to work on an improved Tilemap renderer: The cool thing about KoboldTouch autoscaling is that it works transparently. Your nodes will be positioned relative to the design resolution, for example […]