iOS indie developers writing every day about their stuff.

Dynamic & Interactive Launch Screens

Mark Granoff

I recently set out to re-write one of my apps. The app currently supports iPhone and iPod touch screens up to and including the 4″ displays. There are a handful of “Default” launch screens to support essentially 2 screen sizes in 2 resolutions. When looking at also supporting iPhone 6, 6+, and iPad screens for … Continue reading →

Coming soon: Learn SpriteBuilder for iOS Game Development

Steffen Itterheim

Phew! I’m done writing the Tome of SpriteBuilder. There’s only edits and reviews left, page proofing and then it goes out to print. Meanwhile, I’m cleaning up and extending the Bouncy Beast project for its App Store release. Time to share some insights as I haven’t been able to slice some time off to write […]

Supporting National First Responders Day

Mark Granoff

Saturday, September 27th is National First Responders Appreciation day in the United States, a day set aside to recognize, remember, and thank all the brave men and women who daily put their lives on the line (or who have given their lives in so doing) to help someone else. Maybe you’ve witnessed or benefited from … Continue reading →

Making the Most Of Your (iOS) Dev Conference Experience

Carl Brown

Next weekend 360iDev starts, and last weekend was the first CocoaConf of the fall 2014 season. I’ve seen on twitter at least one request for advice from a first-time attendee. I had more to say than I could fit into a tweet, so I thought I’d respond here. Core Theme: It’s All About the People There’s a lot going on at conferences, but the most important thing to remember is that you have access to people at conferences that exists no other place. Making the most of your experience (and time and money) is all about making the most of […]

Updating for Modern iOS Design – A Case Study

Ryan Dillon

TL;DR — Check out the pictures and videos on this page, and you’ll see how I adapted the basic circular menu of Click version 1 to fit the new iOS 7 design aesthetic, not just in visual terms, but also in interaction style: clean and almost chrome free, with more color, more seamless transitions, new [&hellip

What’s going on with Bitongo and Soctics

Gabor Furedi

I was shocked when I realized the last blog post we published here is more than a year old. Time does fly when you are busy! We are alive and well, in case you were wondering. We’ve decided last year … Continue reading →

Learn SpriteBuilder book: Progress Update #1

Steffen Itterheim

Since the announcement of the Learn SpriteBuilder book I’ve submitted the first three chapters to Apress. Actually it’s chapters 2 through 4 because I’ve learned that the details in the first chapters tend to change significantly. This includes version numbers but also highlighted features, tool and project names, and so on. Chapter Summary Following is […]

‘Learn SpriteBuilder’ – the next book for Cocos2D v3 developers

Steffen Itterheim

I’m excited to announce that I am writing a new book, titled Learn SpriteBuilder. It will be published by Apress and is both sponsored and supported by Apportable with top-notch graphics. Over the course of the book you will create a level-based, parallax-scrolling game that’s not unlike Badland with some elements from Leo’s Fortune. The […]

Advanced Swift – Part 1

Tod Cunningham

This is a summary of the topics and notes that I found interesting from watching the Advanced Swift WWDC session 404 by John McCall and Dave Abrahams.  I highly recommend you watch the session.  It also has some commentary from me which you may or may not agree with.  Please feel free to join the conversation. :) I have also attached a swift playground file with the sample code.The Simple Thing ClassThe first class the session introduced was the “Thing” class.  It’s fairly basic, so I went ahead and completed its implementation. This was also the first time I realized that […]

The First Essential Swift 3rd Party Library To Include In Your Project

Dave Wood

As we all scramble to learn this fantastic new language Apple gifted to us at WWDC 2014, we’re coming across new ways of doing things, either because the new way is better, or because the old way is no longer possible. One of the main features that Swift has taken away, is the C preprocessor. That’s what enabled #define’s to work. A common #define used is for debug logging, to include useful info with every line. #define DLog(…) NSLog(@”%s(%p) %@”, __PRETTY_FUNCTION__, self, [NSString stringWithFormat:__VA_ARGS__]) This lets us go from this: NSLog(@”Simple Message”); 2014-06-08 05:38:54.649 TestApp[35062:60b] Simple Message to this: DLog(@”Simple […]