Moving forward. New technology and terminated games.

I originally wrote this entry back in October but, as it wasn’t finished at the time, I didn’t get to actually put it online. As we’re up and running with something again – more on this next post – it’s time to put my house in order again.

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The evolution of iDef

So, almost two weeks on from the last posting, here’s where Dexterity Design are right now: 

Aaron has stopped messing with maze testing and tinkering with asteroids to help out with my little project. He’s now neck deep in iDef code again doing the conversion into SpriteKit. This is being done because conditions can be set in Swift source code to compile certain sections of code only if compiling for a particular platform which gives all sorts of power to bring it to more people.

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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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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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