Tag Archives: super mario

Episode 124 – AllowsArbitraryLoads

This week we follow up on building Apple Watch apps to aid seniors in trouble, Google Home coming to Canada and configuring Amazon Echo to work in Canada. Jaime tells us about the latest digital assistant from Japan. Tim talks about working with HomeKit, Siri and using Homebridge. We close off the follow up with parking your Tesla with Alexa and Uber’s self driving car program ends.

We discuss the Octoverse report on popular language repositories on Github. App Transport Security comes into full effect on January 1, 2017 and we discuss how Apple will be inspecting apps for compliance. Finally we discuss Makers vs Menders.

Picks: Super Mario Run, Silicon Valley iOS Developers’ Meetup and Auto-include Open-Source Acknowledgements with CocoaPods.

Episode 124 Show Notes:

Episode 124 Picks

Episode 94 – Objective-C for Swift Developers

This week we discuss the rumoured OLED display bar for the MacBook Pro line. We follow up on Mekorama, Mekorama Forum and Twitterrific’s Tip Jar. We discuss Apple Pay initial role out in Canada. We cover the Swift 3.0 Preview for developers. We discuss naming classes in code as well as delegates vs observers. Picks: MTJC T-Shirts Update, NSCache, Jazzy and Hyperdev

Tim’s conversation with Martin Magni
> How did you build it? Unity?

I wrote it from scratch in C and used the (open source) Bullet Physics library.
> Did you do all the work, art, music?
Yes. I’m a bit of a jack of all trades 😉
> What made you decide on pay what you want?
I wanted to try IAPs. But locking features down would hurt the game. Especially given its create and share functionality, which benefits from having many users contribute content. PWYW “solves” these issues and seems relatively untried in the app stores.
> We talk about devs charging decent money for their work. How has the IAP performed. Not to be to specific. Are you happy with the result?
I charge exactly what the app is worth to you, couldn’t get more decent than that.
Are people paying? Some. (Thank you!) Am I making minimum wage? No. Will I survive? Yes, I’m extremely frugal.
> What cause the app to tip? Was it marketing, interviews, luck?
Would it be presumptuous of me to suggest that the quality of the game played a role? Making it free helped too.
> How long did it take? Were you working on it exclusively?
I’m a full time indie dev. I worked exclusively on the game for almost a year and a half.
> How are your other apps doing, do you have any?
My first game (in my current solo constellation) was 2015’s Odd Bot Out. It’s pay to play and has done better than Mekorama (so far).

Episode 94 Show Notes

Episode 94 Picks