Chronicle Of A Failed Experiment
In the last year and a half, I’ve written about the different things that I’ve tried with Flower Garden and their effects on sales. From adding Facebook support, creating a free version, adding in-app...
View ArticleThe Power Of In-App Purchases
I finally managed to get through the hotel wifi and upload the slides for this morning’s 360iDev talk: The Power Of In-App Purchases. Thanks everybody who attended for the great questions and feedback!...
View ArticleSleep-Deprived Reflections On The 360iDev Game Jam
About 48 hours ago, I participated in the 360iDev Game Jam. I’m still recovering from the sleep deprivation and caffeine excesses, but here are some random thoughts about the game jam and why I highly...
View ArticleFlower Garden Featured For Valentine’s Day!
Two years ago, when I was working on the first release of Flower Garden, Valentine’s Day was my target ship date. Unfortunately (or fortunately depending on how you look at it), I missed it and...
View ArticleFinding the Loose Change
I’m thrilled to present a guest post by Ian Marsh, 1/2 of the independent studio (and wildly successful) NimbleBit. They’re the creators of iPhone hits such as Pocket Frogs, Scoops, and Sky Burger, and...
View ArticleAll It Needs Is Love
The App Store today is a different beast from the one in early 2009, when iShoot ruled the charts. Look at the top paid games on the App Store today. Actually, don’t worry, I did all the leg work for...
View ArticleThe Business of iPhone and iPad App Development
Full disclosure: Apress asked me to review this book and sent me a free copy. I agreed with my usual condition of being able to really say what I thought about the book, good or bad. So here it is....
View ArticleThe Curious Case of Casey and The Clearly Deterministic Contraptions
As we gear up for Casey’s Contraptions launch on May 19th, this is the first post in a series dealing with different aspects of the game. I’m planning on covering technical aspects like today, but also...
View ArticleAnalytics For iOS Games
Unlike a lot of console and PC games, most mobile and web games keep evolving over time [1]. It’s up to a game’s designers to ultimately decide how to change and improve the game, but the more data...
View ArticleURL Shorteners In Under Two Minutes
This morning I added the goo.gl URL shortener to Flower Garden, so I thought a quick post with sample code might be helpful for other developers looking to do something similar. I use the URL shortener...
View ArticleDuplicating Launchboard Wobble
One of the most requested features for Flower Garden is to be able to move pots around. Not only do players want to group similar flowers or colors together, but they also want to be able to take...
View ArticleView Controller Notification Changes on iOS5
If you use view controllers in your iOS apps, here’s a doozie: The behavior of viewWillAppear/viewDidApear/viewWillDisappear/viewDidDisappear silently changed on iOS5. Depending how your app is...
View ArticleTrying Out Multisampling On iOS
I only recently broke free of iOS3.x for Flower Garden, so I’m finally adding all the features I had been itching to add that required higher OS support. I had already added some iOS4+ features, but I...
View ArticleiCloud Demystified
Play a game on a device, put it down, pick up another device, and continue playing exactly where you left off. This is the future of games. That future is a reality today for some games and apps...
View ArticleQuick Tip: Working With Shaders On iOS
I’m taking a couple of days to upgrade some of my libraries for doing prototyping both in 2D and 3D. One of the many overdue things I wanted to do, was to finally ditch OpenGL ES 1.1 and move to 2.0...
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