iOS indie developers writing every day about their stuff.

FilterFresh: The Back Story

Mark Granoff
hawkimedia.com

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
hawkimedia.com

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: https://github.com/granoff/FFBadgedBarButtonItem 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
learn-cocos2d.com

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 […]

Game Center UI

Doug Davies
funkyvisions.com

I downloaded a game called Cloud Breaker this morning.  I was pleasantly surprised by it.  What really stuck me though was the Game Center integration.  I haven’t seen a game that just used the APIs and displayed their own UI.  I always wondered why people didn’t do this or why there isn’t an open-source project […]

Migrating to cocos2d-iphone v3 – Tips & Tricks

Steffen Itterheim
learn-cocos2d.com

This is a collection of Tips & Tricks for users who are migrating to cocos2d-iphone v3 from v2. Mostly refers to questions posted on stackoverflow.com. Please excuse the short, bullet-pointed format. I’m a little short on time but didn’t want to miss out on another biweekly post like I did two weeks ago (first time […]

Free To Play… Before Buying

Doug Davies
funkyvisions.com

Recently I became acquainted with app.io.  It allows you to run a simulator build of your app within an iframe on a webpage.  This way you can let users play with your app before purchasing it.  You can see the results of embedding Buttermilk below. Of course the frame rate is WAY LOW (but it is […]

Caching +imageForURL: Results

Mark Granoff
hawkimedia.com

About a month ago I wrote about the recurring but ever-solvable problem of loading images in the background without losing performance while say, scrolling a table view. While I would be pleased to ship that code today, there is an improvement that betters performance as soon as an image is requested more than once: Caching. … Continue reading →

Postcard is coming to The App Store February 19th

Kyle Newsome

I’m thrilled to announce today that Postcard will be available on iOS worldwide on February 19th. It has come a long way since the idea first started forming just over a year ago but I’m incredibly happy with final result. A huge thanks to everyone who encouraged me and helped me test and improve Postcard to where it is today.

The Mobile 2D Game Engine Popularity Index – January 2014

Steffen Itterheim
learn-cocos2d.com

This is an update to the Mobile Game Engine Popularity Index I published 2.5 months ago. Game Engine Popularity on Stackoverflow.com Since November’s chart I made sure the tags I’m most interested in (cocos2d-iphone, cocos2d-x, sprite-kit) were properly applied to all questions. Furthermore I update at least the past 6 months for each tag, which […]

The Guide to Building and Customizing SpriteBuilder v1.x

Steffen Itterheim
learn-cocos2d.com

Following the recent release of SpriteBuilder and cocos2d-iphone v3 I’m sure some of you are itching to use SpriteBuilder by building the github version in Xcode rather than downloading it from the Mac App Store. Here’s how! This is a post for developers who want to compile the SpriteBuilder code from github. To customize it, […]