A few months ago I spent a weekend and built a small app for the show my friend and I do every week, The Bad Movie Podcast. Then I sat on it for several months, only tweaking it occasionally. Deep down I thought there was no way Apple would approve it due to the nature of the show. Thankfully, a few people informed me that I was silly and should “Roll the Dice”.
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Here it is, yet another video showing the process of creating an iPhone app, just a bit inspired by the video posted by tap tap tap. As you’ll see, this whole post is full of inspiration.
My latest project has been for a client that was looking for a focused percentage calculator. A quick search through the App Store shows a lot of tip calculators and even some percentage calculators. It would be very easy to pop a few controls and some simple math together to make an app, but aren’t Mac / iPhone interfaces supposed to be a bit more thought out?
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With over 100,000 apps available on the iTunes App Store, developers are striving to be seen. If your iPhone App is on the front page of the App Store, sales tend to rise. What if your App is in the actual Apple Store? Will it help sales? I guess it could, but most users won’t make the leap from an image in the store to the app in iTunes. That said, at least you can say “My app was featured in the Apple Store”.
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This really isn’t a trick, or even a tip. In fact, no additional code was written to get this behavior. However, it is too cool not to show some how and the small pictures on the App Store don’t do it justice. By placing a UIView (or subclassed view) on the bottom of my main view, messages to touchesMoved:withEvent: are made as soon as your finger crosses into the iPhone’s screen.
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I don’t remember where, or when; but I heard someone recently say “we are in the wild west of iPhone Apps”. Is this really true?
Yesterday, I attended the local iPhone Developer meetup (maybe that is where I heard it). The topic was iPhone App Marketing and featured some great presentations on where to go to spread the word, and what to say. It all goes back to one principle: Start with a great App, then communicate it well.
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