Tag Archives: venmo

Episode 205 – The Norwegian Moose

We answer #askMTJC about Touch Bar tricks and Canadian geography. We fact check on Roger’s Centre, Flixel subscriptions and the dots on Canadian Currency. We follow up on the new MacBook Pro keyboard, a fix for the heat based slow downs, as well as, Apple’s new T2 chip causing crashing and Twitter’s new requirements for developers. You can use the Apple Business Chat to order beer and water to your seat at Citizens Bank Park. NSHipster has a new article on Password Rules. iPhones, Apple Watches and Fibit devices can be hit by incoming US $500B tariffs on China. Picks: ShowSingleTouches on Simulator, LifetimeTracker, MacKiDo/CodeNames/DeveloperCDs. In the After Show we discuss Toronto leads Tech Jobs and Jaime’s experience with Beyond Meat.

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Episode 173 – Show Me The Money

We take a look at the iPad Mini 4 and Swift Playgrounds as well as Apple Search Ads. We follow up on @objc and dynamic in Swift 4 as well as more tips on reducing Swift compile times. We dive into Apple Pay Cash which rolled out this week. The Amazon Prime Video app showed up on the Apple TV this week. Picks: Proton Mail, Apple’s open-source Utility Library, Apple’s Visitor Center field trip

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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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