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.
(more…)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.
(more…)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.
(more…)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.
(more…)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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