Tag Archives: Dash

Episode 115 – Podcast Time Machine

We start out with this week’s askMTJC questions on Sticker Packs, Swift OOP or protocol oriented and can apps do handwriting conversion. We follow up on Dash and migrating Mac App Store licensing. We also follow up on the fate of the Apple Car project and IBM adoption of Macs as their primary computing platform. We also discuss the upcoming Apple “Hello Again” event where a refresh of the Macintosh product lines. Picks: TableFlip and Animation Pro.

Sponsored by: Buddy Build

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Episode 114 – I Can Eat More Salt Than You

This we are joined my Tammy Coron. We follow up on follow up on Omni Group’s innovative pricing model, as well as, on Storyboard bugs fixed in Xcode 8.1 beta 3 and IGListKit is now live on github. We discuss the removal of Dash from the App Store(s) and some disappointing history revealed on the MacRumors forums. We also talk about the removal of Phoneys sticker pack. Picks: Day of the Tentacle Remastered, Swift Playgrounds Demo with a Twist, 3D iOS Games book and PDF

Sponsored By BuddyBuild

Correction: Scanning across the screen in possible with Point Scanning in Switch Control.

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Episode 109 – Airpods and the Future

We start in on Dropbox’s odd use of Mac permissions. We discuss Apple’s slow updates of Maps data. We discuss the future potential of the Air Buds and Apple’s courageous choice. We discuss the ceramic Apple Watch Edition. Dennis Pilarino gave a talk on Buddy Build at our local cocoaheads meetup. We discuss our iPhone 7 purchase choices and the UIFeedbackGenerator. Picks: Reveal, Tree, Google Duo and Waze.

Sponsored by: Buddy Build

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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).

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Episode 62 – One Xcode to Rule Them All (for now)

We started on Apple’s new Apple Watch TV commercials, Apple TVOS Gold Master and all of Apple development products under one roof. We briefly discussed issues with Apple Transport Security, the lack of USB-C cable in second wave TVOS Dev Kits and Apple TV WWDC give-away conspiracy. How will the Apple TV app store work? We discussed challenges with Paypal’s SDK and challenges uploading large bitcode laden builds to Github. Picks: Outlook for iOS, 19 Tips for Everyday Git and Swift Apprentice.

Brian's hacked cable

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