No work tonight

by midge 28. February 2015 03:48

I'm just taking it easy. But I do want to say that Dodgy Copter 1.0.1 was approved very quickly (4days!) so I'm very pleased with the update.

It's nice that I don't have to cringe when I try to promote my game and ask if the person has an iPhone4 anymore, now it pretty much works well on any phone model.

For Dodgy Copter... the question for me now is how much do I want to continue promoting it and working on it, vs how much energy do I want to put into new projects.

I started 2048 and that is playable, but still needs a good deal of polish. My biggest concern for that one is that it will get rejected for being an outright clone, so I have to add enough changes to spice it up.

The ad income for Dodgy Copter is simply not enough. Granted, I don't need to live off of this money or anything, but at this rate I will not earn my $99 developer fee back. I don't expect dodgy copter alone to do that, but I would like to make my $99 bucks back over the course of the year across multiple games.

I mean even if the money doesn't happen, I'm very happy about the project, and all of them that I will do this year - but getting my money back is psychologically a big deal for me - for whatever reason. It just makes it feel like all of this time wasn't a waste.

I've got 304 downloads on the game so far. Getting 1000 would be great. I'm very curious to see how much of a bump the 1.0.1 update gives the download numbers. We'll see.

Moping aside, I'm still pretty happy to have at least one game DONE.

Tags:

No work tonight

by midge 28. February 2015 03:48

I'm just taking it easy. But I do want to say that Dodgy Copter 1.0.1 was approved very quickly (4days!) so I'm very pleased with the update.

It's nice that I don't have to cringe when I try to promote my game and ask if the person has an iPhone4 anymore, now it pretty much works well on any phone model.

For Dodgy Copter... the question for me now is how much do I want to continue promoting it and working on it, vs how much energy do I want to put into new projects.

I started 2048 and that is playable, but still needs a good deal of polish. My biggest concern for that one is that it will get rejected for being an outright clone, so I have to add enough changes to spice it up.

The ad income for Dodgy Copter is simply not enough. Granted, I don't need to live off of this money or anything, but at this rate I will not earn my $99 developer fee back. I don't expect dodgy copter alone to do that, but I would like to make my $99 bucks back over the course of the year across multiple games.

I mean even if the money doesn't happen, I'm very happy about the project, and all of them that I will do this year - but getting my money back is psychologically a big deal for me - for whatever reason. It just makes it feel like all of this time wasn't a waste.

I've got 304 downloads on the game so far. Getting 1000 would be great. I'm very curious to see how much of a bump the 1.0.1 update gives the download numbers. We'll see.

Moping aside, I'm still pretty happy to have at least one game DONE.

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Dodgy Copter 1.0.1 submitted

by midge 24. February 2015 12:10

I did it last night, but it was getting late and I was pretty tired, so I forgot to post about it.

 

It's just optimizations for the iphone4 and 4s.

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derp derp deprecated

by midge 23. February 2015 04:27

I replaced the deprecated code with their newer alternatives.

I also figured out how to get the icons showing up again (they had disappeared).

Then I tested on ios7, and I'm glad I did. The fix i wrote for ios8 broke something on my ios7 device. Simple to fix once I identified it, but it would have been an issue had I not found it.

I may add in app purchase tomorrow, or maybe just focus on getting the patch submitted.

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Need 4 Speed

by midge 22. February 2015 04:12

 

So the game was too slow on older devices... like the iPhone 4S for example. This is unacceptable because the devices aren't THAT old, and it's  a pretty simple game. It just happened because I didn't test on the actual hardware before submitting.

I worked through what I had to do to speed it up, and tested it on the actual devices, and I'm pretty pleased with it.

I noticed MORE ios8 deprecated stuff (shit, they deprecated a lot). I'm just going to work through that, test the hell out of it for a couple of days, then submit that as the first patch. No content update yet, just performance updates.

*Drops the mic*

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Dodgy dodgy dodgy, can't you see? sometimes your copter something something monetize me.

by midge 18. February 2015 04:47

So I started working through the ios8 breaking changes. They were not as bad as I thought. The screen bounds change based on the orientation, which is new. This was easy to change once I figured it out.

With this I was able to get the labels in the right place and stop the copter from falling off of the screen.

Sound is still broken/deprecated... I'll figure that out. That will probably be a pretty easy one but I don't know.

So it turns out that the whole reason my game was slow was that my approach to drawing the screen was very naive and fundamentally flawed. I know how to fix it now, but it will actually be more of a pain in the ass than I thought... because of the way I structured the whole thing. The upside is it will be much faster.

I just took a moment to think here. What I was going to do was restructure the thing so the background image is an Imageview, then do all the custom drawing on top of that. The painful thing is a lot of the gameview logic is set up to accept data from the viewController.

I probably am overdoing what I need to do in drawRect. Well, I know I am, that's why the thing is slow. Just cutting out the background image from being drawn in drawrect should be enough to speed it up.

I'm wondering if I can put the background image in gameView, and then just do all the drawing in another layer. Then I don't have to introduce views. I dunno, I'll have to do a little research. But for now, it's too late and I'm too tired.

 

 

 

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Back to working on Dodgy Copter a bit

by midge 17. February 2015 03:30

So I went to work looking at bringing dodgy copter up to speed for older devices. This means getting it to work for the iPhone 4S. Apple is only accepting app submissions built for ios8.

Soooo that's when I started running into problems. Apparently a lot of things that I did no longer work the same way in ios8, so there were some breaking changes.

I need to figure this stuff out first before I can even start working on the problem I set out working on.

For instance, I learned that the way I do sound... deprecated.

The way I access files in the bundle... depreacated.

So it may be a bit of work to make my way through all those problems.

I'm going to have to do a lot of testing across multiple devices for my first update. I don't want to put out a breaking update.

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"New Game" button and some game over handling

by midge 11. February 2015 03:06

I added another view controller that pops over transparently, but I may still just end up going with an alert window.

The transparency doesn't work properly on the game over window that slides up. It works at first, but then it goes opaque when the animation is done. It sounds like this was an ios7 bug... I should see how it looks in iOS 8. I really need to update all my machines.

I worked on some of the layout a little bit, with the score buttons and stuff. I may need to use faster animations so that the game feels better. I'm wondering if the animations are a little too slow for the quick player.

I was happy to get a little more work in here.

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I made that midge some rounded corners... midges love rounded corners.

by midge 9. February 2015 03:45

So I worked on the animations tonight and things all in all went pretty well. I had to write some logic to keep track of where the tiles were moving from instead of just what their values were at the end of the moves. Then I had to figure out how to get the board redrawn after the animations, but only after the animations had completed. I ended up using grand central dispatch for the last part and I think that was the right solution. I was trying things that were more hacky, but probably would have had issues.

Then at the end... I threw in some rounded corners.

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Don't you forget where you came from! (animations)

by midge 6. February 2015 03:34

I worked on animations tonight. The title of the post has to do with I animate the blocks as they move. The logic is iterative, it handles the move one step at a time, looping over the 2048 array of numbers. That works great for the logic, but is shitty for the animations.

I can animate the first step easily enough, but getting all of the correct ones to fire and then know when they are done is kind of a pain in the ass.

So I'm going to try to side step the problem and just keep track of where a number block starts off, and where it ends, and then do all of the animations at the end. I'm not sure exactly how yet, but I'll figure it out.

I figured animations were going to be one of the harder things to do for this little project, and I still think that prediction was pretty spot on.

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About the author

Hi, I'm Midge.

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