Code Monkey or Code Junkie?

I wanted to followup on my previous article from a month ago discussing “newbies” and why the Apple Developer Forums are a tough place for them.  Developers who don’t want to answer inane or repetitive questions will respond negatively or not at all.  Neither one helps the newbie.  It’s obvious there are developers (I’ll use that term loosely) that are just trying to get in on the gold rush (if one even exists anymore).  Everyone thinks they have a great idea for the next big app.  Some might think that programming is just a matter of an idea and writing some script, right?  Too lazy to do the analysis or design necessary.  Just looking for code snippets. A code monkey.

For example, this question comes straight from the forums:

Could someone help me doing an application where you need to guess a number ? If the number you entered is too big or too small, it would say it. The app would also generate randomly a number at the beginning.

Obviously this is someone who hasn’t written a line of code (ever) and just fishing for some examples.  How do you respond to this?  It’s tough to not be negative after seeing this for the 100th time.  So needless to say, this guy got crucified.  Unfortunate.  But at the same time this guy hadn’t done any homework at all.  Hopefully he’ll find a programmer to help him get the job done.

Now take another example:

How can i connect with a mysql database? is there any example i can use?  Must i develop a web service that read an xml file?

A pretty legit question, shows a little more experience, but also probably too general.  He got a bit crucified as well, but at least with some links to point him in the right direction.  Hopefully he’ll gain some experience through that.

Having run the computer science lab back in college I saw plenty of students who really didn’t belong in that major and were forcing themselves through it.  They didn’t have the knack or the passion.  It wasn’t in their blood.  They weren’t code junkies.  They hadn’t been doing it all their lives up until that point.  That’s not to say someone can’t get into this later on.  There are plenty of examples of first time developers hitting it big.  But they probably already had the talent inside them.  It probably came naturally.  And they probably loved it.  I sincerely doubt someone forcing themselves to develop an app would find any success (prove me wrong if you have an example).

I’ve been approached by acquaintences that had a great idea (or so they thought).  They ask, how do they go about getting this into the app store?  Once I start explaining, they kind of lose interest.  I’m not sure the public at large has a clear understanding of what it takes to develop and app.  Just as I don’t understand why someone who throws a football can make millions of dollars.  But I can’t throw a football and I never had a passion for it.  If I did, I’d probably appreciate it more.

Developers appreciate what other developers do.  We understand what it takes to accomplish something that others might think is trivial.  It’s not just clicking a few buttons and wallah! (although I once had a manager who I swear thought it was)  When I see something that I haven’t seen before I get excited and motivated.  I remember seeing Choplifter, Karateka, or any Nasir Gebelli creation for the first time and just being like WOW, how did they do that?  (looking at them now isn’t as impressive I guess)  Or more recently World of Goo or Jetpack Joyride.

So how does the code junkie help the code monkey?  I guess by inspiring them, not spoon feeding, and encouraging prototyping, analysis, and design.  If someone isn’t cut out for this, they’ll soon discover it.  But being mean or snippy with them isn’t the right approach.  Encourage them to do the research.  Tell them if they don’t have a passion for it to find something they do have the passion for.  As Steve Jobs said… “You’ve got to find what you love”.  Be a “junkie” not a “monkey”.

Life Intersected

I have 3 heroes. Thomas Edison, Walt Disney, and Steve Jobs. With the passing of the last of these I started to reflect on how each has impacted my life and guided me to where I am today. More than any other, my life has intersected with Steve Jobs the most.

The first was in my childhood and my love for the Apple II. I constantly pestered my parents for one after having learned BASIC on my Dad’s PDP-11.  Finally when I was 15 my Dad and I put together our first Apple II from a kit complete with homemade wooden case and non-Apple keyboard. I spent hours writing games using Graphics Magician written by Mark Pelczarski. I even sent a few to Broderbund and Sierra Online (where later I would interview with another of my heroes Al Lowe). I learned assembly language, wrote self modifying code (for performance), and counted the cycles that each operation took (something I don’t do much of anymore). I had a whole group of friends who would hang out in the Apple lab after school playing the latest games like Cannonball Blitz and Apple Panic and discussing the latest pirating tools.  And of course we were all great admirers of Wozniak and Jobs.

The next time I intersected with Apple was in college when I ran the lab for the Pascal and Assembly language classes. I maintained the Apple II computer lab, network, and a 20MB shared Corvus hard drive (that cost something like $3000 or probably more). Unfortunately, besides a few Macs that infiltrated the lab, most of my upper level studies were done on crappy AT&T pc clones. So I kind of wandered away from Apple computers for a few years.

Then right out of college I was offered a job at WordPerfect working in the Apple IIGS version. Several of my friends from high school had already been working there for several years, having skipped college (sometimes I wish I had done the same). I remember my first Apple IIGS. It was actually in an Apple II case (prototype) and had these really nice hard bound manuals that I devoured. Soon I had the “Woz” signature version and talking directly with Apple employees. I had arrived. My dreams from my childhood had come true.

But eventually the Apple group at WordPerfect folded and many of the team members moved over to the NeXT group (including me). This is when I met Steve Jobs. He was excited to have WordPerfect being developed for NeXT. So much so that he paid us a visit in our office sometime in 1991. To tell you the truth it all seems like a dream and sometimes I wonder if it even happened. All I can remember is being really intimidated and knowing I was around someone great. He was surprisingly soft spoken (somewhat shy — or maybe just aloof) and very direct. If I remember right it was a very short meeting but a very typical motivating Steve speech. I do remember he was in his typical attire of jeans, black turtleneck, and sneakers.  And he seemed small to me, almost fragile. Maybe because I had built him up to this super hero in my head.

Here is Steve demoing WordPerfect for NeXT (6:15 in).  I like how he says OUR version of WordPerfect.  That’s Steve for ya.

And then my relationship with Apple change for many many years (16 to be exact). I became a corporate slave to PCs, Windows, Visual C++, Linux, Java, etc. But deep in my heart I was still an Apple fanboy, although I never owned another Apple product after my IIGS until 2009.

Finally my life intersected with Steve Jobs once again. Everything I had learned on the Apple II and NeXT had led up to this. It was a natural fit. As soon as I saw the iPhone and Xcode development environment I knew I was home. Suddenly all the feelings of my childhood came back. The late nights staying up trying to get a graphic moving across the screen. Talking to other enthusiasts and sharing the latest tricks. Feeling like we were pioneers doing something no one else had done. It was/is exciting.

I’m sad that there will be no more intersections.  Nothing new for Steve to envision.  Steve, thank you for the years of enjoyment. Beside Thomas Edison I can think of no other man who has had an impact on so many lives. Without you I would never be doing what I do today. And I thoroughly enjoy what I do. Thanks for giving the indie developer the platform to get exposure to millions of customers. You will be missed.

Apple Developer Forums: Relevant Or Not?

Almost 3 years ago when I started my iPhone development the Apple Developer Forums were instrumental to my success.  Especially figuring out the whole provisioning profile thing (which in hindsight seems so simple now — actually Apple has made it incredibly simple now with the Xcode integration).  It was a smaller group of people and we were all learning and ramping up together.  But lately I don’t visit as much, and when I do it’s mostly the Beta and Distribution sections.  I guess one of the main reason is the lack of common courtesy in the forums.  Too many flame wars and attacking the newbie.  I’m certainly glad I’m not a newbie today and asking about provisioning profiles for the 500th time.

When I have a question I’m more likely to comb the stack overflow forums  (via Google) even though you can’t talk about NDA stuff there.  I’ve found much more helpful code snippets there than the Apple Forums.  That’s too bad.  I would love to see a little more moderation and visibility by Apple.  How many times early on did we complain about the App Store being “stuck” (again) for days before ANY acknowledgement from Apple (if any at all)?  Back when I worked on the Apple IIGS and Apple did their support via AppleLink (which later became AOL), they were very responsive and involved.  I remember great conversations with Dave Lyons and Matt Deatherage.

There is one guy in the forums who posts an average of 17.72 posts a day (yes, I did the math).  Unfortunately most of them are responses to newbies with links to the documentation and a snide remark like “have you looked at these?”.  There really has to be a better way to help the newbie.  Yes, it’s their responsibility to do a search up front, but I know I’ve been in panic mode and posted something to a listserv or forum in desperation.  How does anyone have the time to respond to that many posts anyway?  I thought I had a pretty good number with my 583 posts in a little under 3 years.

So let me know.  Where do you do most of your iPhone development question asking?  Are the Apple Developer Forums relevant anymore?  What should Apple do to improve them?

Act Your Age?

I was telling my girlfriend why I was so tired.  I said I stayed up till 2AM playing Jetpack Joyride again.  She said something like… “well, why don’t you act your age?”… implying that game playing at 2AM was not something a 46 year old man with a job and responsibilities should be doing.  I thought about this… does age really have anything to do with this?  I guess if I was 8 years old, then yes… my parents would have taken my iPad away and made me go to sleep.  But really I think it has to do with personality type.  There are just some of us that just have to tinker, play around, and see what happens when we push this button and we lose track of time while doing it.

My parents always encouraged me to explore.  On my 14th Christmas my Mom shopped and shopped around to get me a BIG TRAK.  I’m pretty sure by the next day I had torn it apart to see what made it tick (it was probably never the same after that either).  Once I built an entire robot out of paper towel and toilet paper rolls, laundry detergent bottles, and assorted sticks and plastic all spray painted silver.  I embedded a tape recorder in it’s belly so that it could talk.  It was really something for a 10 year old.  I got a lot of this from my Dad, who when I was age 12 built a PDP-11 in our dining room and later let me help wire-wrap our first Apple II computer.  I remember my older brother’s always having a VW sitting in the driveway under repair or remodel.  And my next oldest brother and I use to write games on our TI and HP calculators.  In High School I input all the data for a biology quiz on my HP-41C (It had the card reader) and asking the teacher if I could use a calculator on the exam.  He said sure… not realizing that calculators were now doing more than just math (this was 1981 I remind you).  I aced the test (although I do remember some controversy around it… but have forgotten the details).  So I guess I always thought everyone had this quizitive nature, but alas… there really are people who have no interest in this. :)

I was a teachers assistant in college and worked in the computer science lab.  I could see the students that had a knack and passion for it versus those that were just doing it because they heard they could make lots of money.  It either came naturally or it didn’t.  You either wanted to solve the problem or you wanted to be spoon fed.  I’m betting those of us that want to solve problems and explore are the ones that get the most out of games.  And in order to write games you need to have that same spirit.

In The Art of Game Design – A Book of Lenses (I highly recommend reading this if you haven’t already) Jesse lays out Bartle’s Taxonomy of Player Types.  There are the Achievers, Explorers, Socializers, and Killers.  I think I fall into a little bit of the achiever and explorer roles, while I care very little for the social or killer aspect.  I guess I would add a fifth type.  And that’s the person who just doesn’t like playing game period.  I know, I know… hard to comprehend, but I’m sure I know a few people that fall into that category.  Focused on the real world and not very creative or imaginative.  How boring would that be? (sarcastic undertone intentional)  But seriously, there are people that own iPhones who have never given a game a try… well… except to hop on the Angry Birds bandwagon… cuz it’s cool ya know.  To them it’s considered a waste of time.  I guess sometimes I do feel like I might be wasting my time (both writing and playing games), but what the hell am I suppose to be doing with that time?  Solving the world’s problems?  I’ll leave that to the suit and ties.

I’m betting I’m not the only one who has lost lots of sleep lately due to JJ.  So my fellow explorers and creative thinkers… drink another Mountain Dew… hop on another Crazy Freakin’ Teleporter… and join me in collecting achievement medals.  I hear there are 125 of them!

The Indie Budget

It’s good to be back!  Thanks @mysterycoconut for the new format.  It’s gonna be great reading all the entries each day and I love that if I miss an interval I can still get back with it the next time (although I’m hoping not to abuse that power).  When I left you last time I was still working on my 5th game.  Unfortunately that’s the state I’m still at several months later.  It’s been a busy Summer, but looking forward to the Fall and Winter to get some coding done.  So today I want to talk about the Indie Budget and some thoughts/questions I’ve had.

Before I can talk about the indie budget I have to define what it means to be an independent developer.  I started searching around for a good definition and found many, ranging from

(By the way… take a moment to read the NinjaBee Dance article, it raises some good questions)

So that didn’t really help, did it?  I’m gonna go with a combination of the 3rd and 4th definition and twist it towards the app store.

“An indie is someone who designs apps with total freedom both financially and creatively and is motivated by passion, not money.”

I will say that I’m not not entirely immune to the money motivation.  I still aspire to hit it big like Tiny Wings, but if I didn’t have a passion for this, the money wouldn’t be a big enough motivating factor.

With that said… what is the indie budget?  I’m gonna define it as

“The indie budget is the amount of money spent to develop, market, and maintain an app.”

Not an overly complex definition.  But if an indie is motivated by passion and not money, then what does it really cost to develop an app?  I hear about indie budgets of over $30,000 for a one-person-developed app and see indies with fairly decent marketing campaigns.  Neither of those fit my personal situation.  I don’t give myself a salary for my time and my marketing costs are relatively low.  I would consider my indie budget is less than 5% of what I make.

But this doesn’t fit everyone (although I’m suspecting it fits a vast majority of us).  The Indie community spans a wide range of developer types.  Some committed full-time, some the weekend code warriors, and some (like me) coding when we find the time (and motivation).  So everyone has their own budget.  If I was doing this full-time then I would probably have to consider giving myself a salary.  If I was riskier I’d probably be spending more on marketing (although with my success at what I have done, that is debatable).

So when does income and budget start to dictate that you might not be an “indie” anymore?  If you’ve hired 5 people to program, do artwork, and create music are you totally free financially and creatively anymore? You are now tied to providing salaries and so finances start to dictate what you do.  You now have a difference of opinion on your team and are not solely the creative director.  You are now no longer totally in control of your destiny.  Perhaps “indie” means just that… INDEPENDENT… a team of one.  Hmmm….

I believe in total transparency if it can help others.  So with that I’m gonna publish my financial history in hopes that it will motivate (or demotivate) and put into perspective this whole indie business.  There are some stand-out indies who have made it big, but as I’ve said… I suspect I’m in the boat with 80% of us.  So I think these numbers will help.  In the 2.5 years since I started this adventure I’ve made $20,000 total on 4 paid apps (and 5 free apps).  I just brought up Quicken and my expenditures were just around $1000.  This includes marketing and service providers.  It does not include the $3000 I’ve spent on development equipment (1 iPod touch, 1 macbook air, 1 iMac, 1 iPad).  The equipment I consider the “justification” for my development.  If I wasn’t developing, I wouldn’t be buying this stuff.

Here’s my AppViz report (and if you aren’t using AppViz… why not?).  Click on it for an up close look.

The graph points out a couple of things.  It only takes a few weeks after that initial release spike to dissipate.  Christmas time is always good.  Since April my sales have really sucked (this might be in part to the restructuring that PlayHaven did that impacted my visibility).  Tramp Stamp wasn’t quite the hit that I wished.  I hope this helps.  Let me know your definition of “indie developer” and how much you think we should be budgeting for salaries and marketing.  Am I your typical indie developer or could I be doing more?

Until next time….

The End

This is the end
Beautiful friend
This is the end
My only friend, the end

Well… it looks like my ride on the idevblogaday train has come to an end.  I’ve enjoyed writing.  I haven’t gotten to cover a lot of topics I wanted to nor introduce/release my new game like I wanted to, mostly because of time commitments at work and the fact that I like to be outdoors in the summer.

But something has been bothering me lately.  It’s the fact that I’ve never felt part of the “indy” scene.  And why don’t I?  Because I haven’t made the effort.

I don’t Tweet much, but I do lurk and watch the traffic between @MattRix, @OwenGoss, @GavinBowman, @frederictessier, and @noel_llopis.  I admire their “indy” spirit and sometimes wish I’d take that leap and do this full-time.  But hanging onto my day job is probably the best thing, since leaving the industry and potentially getting back into it at my age (46) could be difficult.  Plus, I really enjoy my day job and find it just as challenging as iOS development (I even get to make some decisions sometimes).

Another reason I think I feel the disconnect is because I haven’t attended any iOS conferences.  I keep trying to justify going… but so far haven’t found a reason except that I really want to go!  Also, there isn’t a lot of indy activity/conferences in the midwest that I know of.  I grew up on the west coast and perhaps I should use that as an excuse to get myself out to one of the conferences out there.

I also don’t feel like I did a great service to the community with my 10 slots on this blog.  My intentions were good, but when each time rolled around I just hadn’t done enough research to share anything of substance.  I probably should have resigned my spot after the 3rd or 4th entry.  But I made a commitment to go the full 10 this time.  So with that…

Put me back in the queue and maybe by the time the train rolls around again I’ll be in a more productive indy mode.  Thanks guys for listening!  Happy 4th of July for those in the USA.  I still hope to get my new game out, but it’s really looking like Fall now.  Keep an eye out for it! (Ya… I’m still not gonna tell ya the title)

Apple ‘dun Killed the App Store Star

I know… I know… it’s nearly 2 weeks since WWDC (I didn’t go), but this is the first chance I’ve had to blog since the announcements.  This is gonna be another non-technical entry, but I think it’s something the indy developer is gonna want to take note on.

So Apple announced A LOT of new stuff.  The part I want to talk about is all the new apps and functionality that seem to step on the toes of existing successful apps (a lot of those by indys).  What’s strange is when the iPad came out so many apps were stripped away (weather, stocks, clock, calculator, etc.) and it looked as if Apple was opening up the door for the independent developer (although none of those ever went away on any other device).  Now Apple announces a new reminders app, photo cropping and rotation, reading list, iMessage, etc.

There are so many TODO lists in the app store.  Some good, some not so good.  My favorite is Wunderlist.  Will having a native app hurt these guys?  I hope not, but I do know before the calculator and clock apps were taken away, I never went looking for replacements.  What Apple gave me was sufficient and more tightly integrated with the operating system.  And will the weather and stocks apps show up on the iPad since they now integrate so nicely into the new notification system?

Adding the photo cropping and rotation is something that should have been there from the beginning.  And does an app that just does one of those functions really worth it?  Is that what you want?  Or do you want an all-in-one app?  It seems the app market has kind of gone the route of do one thing and do it really well.  In some respects that’s really cool, but in other respects it really makes the work-flow much more difficult.

I don’t personally use Instapaper, but having this functionality right in Safari seems like it will really hurt them.  And what about iMessage?  You think AT&T and Verizon knew about that beforehand?

I remember when everyone was complaining about Windows being prepackaged with so much software and not giving anyone an opportunity to play in that arena.  Should an operating system really be providing all the apps that sit on top of it?  It’s mighty hard to sell it if you don’t.  I hope Apple is cognizant of what they are doing and thinking through which apps they really need to include to enhance the operating system and which ones are treading into third-party territory.

The Portable Podcast with Carter Doston, just happened to have a round table with some indys this week about the new features.  It’s a pretty good listen (this is one of my favorite podcasts).

Oh… and for the first person that responds in the comments with the MTV connection of this post… you’ll win free promocodes for ALL 4 of my pay apps.  Tell me the significance of the quote, the song title, and the artist.

Looks like I have one more entry next week and then I’m outta here!  Until then….

A Work In Progress…

Wow, this week snuck up really quick.  Unfortunately I’m not anywhere near where I wanted to be for this weeks idevblogaday, but I’m gonna go ahead and share what I have anyway.  Last time I promised a video of my new game.  However, I haven’t written a line of code in over 3 weeks.  My schedule at work continues to be very busy and I was on vacation last week.  So… you’re going to see a very rough cut of my game in progress.  I still don’t wish to share the title or too many details, as I still have LOTS of work to do.  I’m hoping before my idevblogaday stint is up (2 more times), that I have something more for you and can make an announcement about release date, etc.

So without further ado… heres video of the new game…

I also wanted to comment that I’m struggling to find the motivation to finish this game (see my first idevblogaday entry).  Mostly due to the fact that my sales have been terrible lately.  This is in part due to PlayHaven’s recent business model change that does not favor the indy anymore (it doesn’t even cross promote my own apps).  I’m looking into other networks to switch over to.  If anyone has any suggestions drop me a line (I’ve contacted the guys at AppExtras).

Until next time… oh oh oh… wait… Jiggle Balls is FREE for a limited time for the first time EVER, so go and grab your copy today!  Until next time… keep jigglin’ those balls!

Programming: Then and Now

I’ve been programming since age 12.  That was 34 years ago (holy crap).  I would wait for my issue of Creative Computing to show up and type in every program line by line into my Dad’s homemade PDP-11.  Later I would do the same with our home built Apple ][ with wooden case and detached keyboard (man, I wish I still had this).  I knew all through High School this is what I wanted to do, so I went to college and got through in 3.5 years with only 0.5 credits over what I needed to graduate.

My first job was at WordPerfect programming the Apple IIGS and NeXT versions.  I remember the hardcover Apple II GS programming manuals.  We  devoured every word in them.  Now looking back, it’s incredible we were able to do what we did with the resources we had.  I look at my programming workflow now compared to then.  How frustrating would it be today to only have just a book and no internet resources to get the job done?  Could I even get anything done?  Our devices seem pretty much useless without an internet connection.

Back then Apple had a support bbs (I think this was on AppleLink — the precursor to AOL).  We got help from the guys at Apple (Dave Lyons and Matt Deatherage come to mind).  But there was little community beyond going to conferences and talking to people there and the beginnings of newsgroups.  You had to figure out problems with your core team.  And when you figured out a solution, there was no real way to contribute back to the community.

What would I do if I couldn’t go to Google and type in the exact output from a compile error and find 10 people with the same problem?  But has this made me a lazy programmer?  Have I gotten in the copy/paste mode without understanding the real problem?  I think not, but I think that has to do with my years of experience and recognizing issues and resolutions.  If I was a new programmer, yes… I’d be worried that I was just getting into a code-stealing mode and not really understanding the issue.  Today I feel like I can quickly recognize whether a solution I find is just a hack or well thought out (although I do admit to “stealing” the hacked version in time crunch mode sometimes — and usually end up paying the price and refactoring).  I find myself frustrated in the iPhone development forums when I see developers just wanting someone to write a piece of code for them and not really wanting to understand the problem or core concepts.

Lately I’ve been using Cocos2d a lot more.  Although the documentation is really lacking (I’ve seen better javadoc!), the amount of people blogging and screen-casting about it is unbelievable.  It’s a great community (let’s hope Zynga doesn’t screw that up).  The fact that I can watch someone else in XCode demonstrating a concept or technique is invaluable.  It’s paired programming at it’s best.  There is no better way to learn programming then to watch someone else doing it.  How many times have I been watching someone at work and go “wait… what did you just hit to do that? brilliant!”?

So I’m pretty glad I was born in the era I was.  I feel like I got the best of both worlds.  I experienced enough early on to enforce a learning ethic, but toiled enough to appreciate the plethora of information available to me today.  I use to count the cycles my Apple II assembly code was taking (you had to at 1MHz).  I don’t feel like this is something a college graduate now days has experienced.  I wonder what things will be like in another 34 years?  Will just searching for a resolution seem archaic?  Perhaps.  But then again… I remember back in the 80s when everyone predicted we’d just be buying off the shelf software components and wiring them up and that there would be no need for programmers anymore.

Next week I’m hoping to post some gameplay video of my new game.  Until then!

Simply Universal

I’m slowly making progress on my next game.  I’m hesitant to give out too much details, mainly because I still have a long ways to go… but check the end of the post for the icon I’ve decided to use.  There are 3 things I’ve done differently that influenced and guided the development of this game.  I wanted to use cocos2d, I wanted to release a universal app, and I had an idea for a new kind of game control.

COCOS2D

The major change I made with this game was I finally decided to use cocos2d.  Up until this point I had been using my own homebrew framework sitting on top of Box2D.  Switching was definitely the right decision.  After a small learning curve I was up and running and I’m finding it saves me a lot of time.  Especially CCAction and CCScene.  It’s made the transitions and menus so much easier.  I’m getting 60 fps across all platforms (even my 2nd gen iPod Touch) and I’m just overall happy with the performance and ease of use.

UNIVERSAL APP

The other decision I made was to make this a universal app, but not in the way most people are doing it.  The nature of the game doesn’t really benefit from retina display graphics nor the extra real-estate of the iPad.  Thus I’ve decided to just simulate 2x mode on the iPad using glOrtho and running normally on the iPhone and iPhone Retina.  I figured if I made an iPhone only app and someone runs it on the iPad, this experience is no worse and it gets me into both App Stores.  It might subconsciously be my laziness, but I’m actually pretty happy with how it looks on both platforms, so I’m sticking with it.  I changed very little code to get this to work.  The major change is adding the glOrtho translation:


-(void)visit
{
    glPushMatrix();
    glLoadIdentity();
    float x = 480.0f / screenSize.width;
    float y = 320.0f / screenSize.height;
    glOrthof(-x, x, -y, y, -1, 1);
    [super visit];
    glPopMatrix();
}

I then continue to treat everything as 320×480 pixels.  The touch events need to be translated and I did have to do a bit of work to get CCMenu to work properly, but overall much less work than scaling objects, translating coordinates, and providing double the artwork.

CONTROL SCHEME

The catalyst for this game was a whole new game control that I have not seen in any other game (and thus I’m not gonna share exactly what it is).  However, as I progressed and this game morphed (as most games do) it became apparent that this was not the game to introduce the new control in, so I’m saving it for something else I have in mind.

CONCLUSION

I’m moving much slower than I want to on this project, but my day job is sucking up a lot of my time and any spare time is spent with Spring cleaning and yardwork.  I’m still hoping for a June release, but it’s gonna be pushing it.  With that said… here’s my icon for the game.

Oh that’s another thing.  My game had a totally different name, but when I posted this to Facebook I got a response from a friend who suggested a much better name.  We’ll see how it pans out.

HAPPY MOTHER’S DAY to all our indy developer mothers.

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