Recently I received a few comments and e-mails stating that the beginner’s game programming tutorial featured on this site had issues when running with Xcode 4. I decided to test things out, and had no issues when running the tutorial in Xcode 4 with the latest release version of the SDK.
You can see a screenshot of the game running in Xcode 4 and the simulator below.
The issues may have to do with some still running an older version of Xcode, possibly a beta version. Be sure to update to the latest version available in Apple’s developer website, and if you don’t have access to download the latest version of Xcode 4 you can find it available in the app store for $4.99 here.
If you still receive an error when running the tutorial even wit the latest version of the SDK, please state the error within Xcode.
Found a very interesting tool that I have been using today that is absolutely brilliant for anyone programming in Objective-C on iOS and Mac. The tool is known as Accesorizer.
What this tool does is allow you to generate repetitive Objective-C code using fully customizable parameters. It’s tough to explain exactly what this tool does as it is completely different from anything I have used before, and it will take awhile for me to exploit the power of this tool.
If I did have to explain it though, I would call it super code complete on steroids.
Looking through the quick start guide should give you a very good idea about the coolness of this tool.
This video from the creator might make things a bit clearer (sorry it’s a download – previous Youtube video was removed):
Accessorizer Demo Video
You can find a trial version on the Accessorizer homepage which lasts for 30 days.
A great timesaving tool for sure.
[via Cerebral Gardens]
One of the little complaints is the Apple pay frequency for iOS app store developers, having to wait months, or not meeting the threshold for payment can be unnerving. While tools have been created by third parties to better track earnings little had been done to improve things since the start of the app store.
Recently, Apple made an announcement that they would now be consolidating payment from around the world into a single monthly payment, reducing the thresholds for pay so developers could receive payments sooner, and improving the presentations of earning.
Further details on Apple pay frequency and payment information can be found in the Payments and Financial Reports module in iTunes connect.
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[Source: News And Announcements For iOS developers]
It’s the dream of pretty much everyone who has worked on an app to get an app featured by Apple. By now I’m sure we’ve all heard the stories of ridiculous profits that can be earned within a few days.
Now the problem is, how does Apple choose which apps are featured? I’ve seen absolute junk get featured in the Canadian app store while some brilliant apps seem to get glanced over. So unfortunately, no matter what luck definitely seems to be the biggest factor in the formula for getting your apps featured in the magic formula.
All that being said I read an interesting article from one developer who was able to get their app featured by Apple, a game known as Alienz which was able to reach the top 100 strategy and arcade game categories of the app store earning them nearly $2k in a week.
Here’s a quick summary of the formula they came up with:
- Presentation – Definitely looks are the most important factor that you can actually control.
- Uniqueness – The author emphasizes this, and it seems to be a factor, but I have seen a lot of rehashed stuff get featured so I’m not too sure about this one.
- Time of release – Interesting stuff here.. definitely seems like on some days Apple has slimmer pickings on some days as opposed to others. Their suggestion is not to get your app listed right after the weekend if you want to get featured.
- Make The App Paid – According to the author Apple typically only features free apps by big publishers.
- Get Mentioned By The Big Sites – Apple seems to favor apps featured on big sites by Engadget (I would say though that these are usually only quality apps anyways 🙂
Interesting stuff, and you can read the full article here.
I would say that it is 90% luck, 9% presentation, and 1% the other stuff, but definitely some things to consider.
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You may have heard about how some apps have been making a lot of money through advertising.
The eBuddy success story comes to mind, but for most of us it’s a tough way to earn money, and to earn the most money we’ve had to put a price tag on things. It’s really been an up or down thing, and since the early rush from advertisers the payouts went down dramatically and stabilized.
Apple has added their iAds platform into the mix which is supposed to create ads so engaging that the end result for developers is suppose to be much higher ad revenue when compared previously provided. We’ll see if that’s true and how long it lasts.
All over the forums right now I see posts form people having trouble getting iAds to work properly.
Fortunately Ray Wenderlich, the creator of the Space Game Starter Kit and co-author of the Learning Cocos2D book, has posted a complete tutorial and project with actual working iAds.
So if ou’re interested get those iAds into your app fast… if it’s like when the previous platforms first appeared the initial payouts should be at a high CPM rate.
[Source: Ray Wenderlich]