mmccomb
Ask HN: App Landing Page Service
A couple of months back there was a post about a startup providing landing pages for mobile apps. I now need to avail of such a service but cannot find the link.Does anyone have recommendations for such a service or even an HTML template that is fairly customizable?
As a caveat to this I'd also like to see support added for hosting multiple versions of an app on the store at any given time.
Competition is too much of a motivator for me and my competitive personality. As soon as a competitive element is introduced to exercise it completely takes the fun out of it.
As the size of the consumable increases so does it's shipping cost and difficulty. Which in turn might imply that fewer people would buy a TV online, than say a piece of clothing or a DVD. This is turn would force consumers to overpay for their TVs, not many high street shops can compete on price. This inflated price is in turn passed on to the 2nd hand buyer when the original purcahser experiences regret for the high price they paid.
Then again, I could be completely wrong.
RelativeDateDescriptor - an Obj-C Class for Describing Time Intervals
http://mattmccomb.com/blog/2012/05/17/relativedatedescriptor/
I have just open sourced a utility class that I've used in a number of my own apps for describing time intervals. The class, RelativeDateDescriptor can be used to returned formatted descriptions such as '3 seconds ago' or 'in 2 minutes' etc.
As hiring processes go it was easily the most enjoyable and beneficial (from my perspective) that I have experienced. Not only did it provide me with an opportunity to prove my ability but it also gave me an insight into the company, their working environment, my potential colleagues and the work they do.
Obviously a day is a large time commitment but if the hiring company can obtain enough assurance from a CV/personal recommendation that a developer is capable then it's an extremely beneficial process for both parties.
Thanks for the link, it'd be rude not to buy a used copy at that price!
Ask HN: Zen and the Art of Motorcycle Maintenance
After an initial (and failed) attempt at reading ZTMM I've spent the morning reading more about Pirsig's Metaphysics of Quality and Philosophy in general.I will freely admit to being somewhat ignorant in terms of philosophy but would love to broaden my horizons and have been told that ZAMM is a good introduction.What I would like to know is are they any good accompaniments to the book or other...
Ask HN: Where to Sell Sample Code?
I am planning to publish a number of free iPhone application development tutorials in the near future. Alongside the tutorials I would like to publish the associated code. In order to make the venture worthwhile I would like to charge for downloading the code.Any HN'ers with recommendations for a content delivery service that supports code? I'm looking for a ThemeForest equivalent for...
I was aware of it, although not to the extent that I am now. Awareness wasn't the reason for the decision however. The decision was a mix of naivety and a desire to learn as much as possible about game design/development. Writing my own engine was therefore a bit of a self-learning process. It certainly was beneficial but not a process I would repeat or recommend for a commercial/releasable game - especially for indie devs.
- What sort of feedback did you get and how did you go about getting it? Prior to release I pestered friends, family and strangers. I would make a concerted effort to mention what the game in conversations (if the other person reciprocated with interest). This often led to a description of the concept, mechanics and a short demo/play test. I did this from day one - when there was literally a ship on screen with a control pad. Immediately I was told that the controls were too sensitive - but as I alluded to you become blind to these things when you spend your days play testing your own game.
- Are you not planning to develop any more games? (Based on your first sentence.) For me the process was about two things - 1. the challenge and 2. the experience. Games are difficult and they involve some fairly complex design/coding problems, that was the attraction for me. I don't have a particular affinity/interest in games development - so I'm not sure I would jump into another game immediately.
I would however love to remake the game using a framework and with some more polished graphics. I actually really enjoy playing it and think the concept works well. Unfortunately my own decision to custom design the engine has potentially hindered the enjoyability and limited the functionality.
- What is the concept of your game? It's an asteroids clone with a bit of a twist. The asteroids can be one of a number of colors and the player has to switch bullet colors to match their target asteroid. Hit an asteroid with the wrong color bullet and it spawns more.
- How far are you in development? Complete - you can check out some pics and download (it's free) from the official site... http://www.mattmccomb.com/Coloroids/index.html
As for the trials and tribulations...
+ Use frameworks - I handcrafted my engine from scratch. My maths/geometry isn't bad but implementing the physics and rendering took me much longer than any other aspect of the development. And for what gain? I learnt a bit about maths/physics but it's not useful to me. I would have been better off using a library (cocs2d, unity, etc.) and pouring my time into gameplay.
+ Finishing is the hardest part - Adding features and tweaking control systems, that's fun! Coding menus, creating icons and writing app descriptions, not so much. I left all the dull stuff to end. I spent my last week of development writing emails to app review sites and creating promo images/videos. I suggest that you plan ahead and do some of the dog work as you go. It'll make completing much easier.
+ Feedback is Critical - find a diverse range of testers, old, young, gamers, non-gamers and let them play your game from day 1. They are the most vital source of feedback you will find. NEVER rely on your own judgement - you're your own worst critic.
+ Enjoy the process - build a game you enjoy playing and believe in.
Sometimes I combine all three in the reverse order.
Ask HN: How/Where To Market My Indie Game
Hey HN'ersMy first iPhone game has just hit the App Store and immediately begun its descent of the recently released list. I know that if I don't want to slip into obscurity now's the time to take action. Unfortunately being an indie dev I'm not flush with money to splurge on advertising and a lot of the review requests I've submitted have been bounced back with a request for $$$s.Aside from...
Show HN: Published My First Ever Game: Coloroids (iOS - Free)
http://www.mattmccomb.com/Coloroids/index.html
Hey Folks,I'm posting this to mark the accomplishment of finishing my first ever game - Coloroids. It's an iOS game written from the ground up, with no use of frameworks or libraries. I've always been interested in game development so took the hard route as a means of forced education.It's maybe not quite as cool or astounding as a lot of the show and tells around here but I'm pretty proud of...
I was psyched to start playing around with the prediction API but just got totally put off by the new API pricing/management. I'd argue that the restrictions are now so tight and cumbersome that there's no real sandbox environment to encourage devs to try out the services. I'm a touch disappointed.