iOS indie developers writing every day about their stuff.

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, […]

Endlessly Solvable Problems

Mark Granoff
hawkimedia.com

There is no shortage of common engineering problems that have been solved over and over again, or just once. In either case, if a Good(tm) solution is found, it gets reused wherever it is needed. Others however, get solved over and over again. Not because they are hard or unsolvable, necessarily, but because they are … Continue reading →

Why “Free to Play” is bad for Indie Game Developers

Steffen Itterheim
learn-cocos2d.com

The “Free to Play” business model is bad for us independent game developers. If we try to implement it, that is. Let me first explain what a typical (casual, mobile) free to play game works like. The type of game that works so well on mobile, revenue-wise, that it’s all the rave and even Indies […]

Look Back, Look Ahead: New Year Observations

Mark Granoff
hawkimedia.com

Goodbye ’13, Hello ’14! This is the time of year where we all take stock of the year just ended, and think about what the coming year may hold. This is that post for me, a personal reckoning of sorts.Professionally, it was a good year. In December I celebrated one year at my day job, … Continue reading →