Swift 2 – The future of IOS development.

With iDef up on the appStore with no – aparent – bugs found as yet, Aaron and I are both looking into Swift for future development of our games. iDef was written completely in Objective C, with the use of Cocos2D as the framework for all the funky stuff.

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iDef gets released. What’s next for Dexterity Design?

iDef finally went on sale on the IOS store a couple of days ago which meant that, as a live project, we’ve finished actively working on it. Providing there’s no patching needed – which shouldn’t be needed due to all the testing we’ve done – then we’re concentrating now on getting it out there. The main hurdle with releasing any kind of Iphone or Ipad game now is actually getting it visible. There are so many products competing for attention on IOS that it’s really, really hard. We could have hundreds of people who would really like to buy and play the game but they’re never going to hear about it. In fact, in some ways, it’s even more work making people aware of the game than it was in the final stages of development, getting Apple to accept, and agree to sell it.

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Getting iDef to the people

iDef is almost here. It’s a great game but I suspect it’s going to be a very niche market that really goes for it and appreciates the labour of love that it’s actually been. As far as I recall, Aaron has been working on it for at least two years. We’re talking coding from scratch, and then recoding certain parts as the engine and OS changed. Not to mention rewriting entire chunks of it much later on to incorporate the time-saving features of SpriteBuilder. Ironically, this made it an even longer project, but it’s all about the learning-curve, so it was very helpful to approach it this way.

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Working with IOS as a new platform

Once we had formed a company partnership and decided the route forward was to work with IOS then the tricky part of learning a new language came into play. Prior to this I’d been a die-hard PC user quite happily going the never-ending upgrade-route, and convinced I was doing the right thing throwing money to the wall to keep up with a constantly increasing demand for better hardware to run even the simplest of games and software.

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My first Blitz game in ages.

I recently made the decision to stop messing about with Blitz and get into Swift so Aaron and I could start working on IOS development. However, because I got a Mac-mini to enable me to do all this by having XCode, I thought I’d put up some of the questionably better stuff I’ve done with Blitz up here instead.

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