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Post by Adam Schmelzle on Jul 2, 2008 16:59:45 GMT -5
I'm thinking of trying my hand at iPhone development, but have never used a modern Mac. I briefly used a Mac back in the old days (Apple I/II), when my father would bring his work machine home with him.
It looks like I'm forced to buy a Mac if I want to make iPhone software, so what exactly should I be looking for? There's not much to chose from, and I can't really build my own. I don't want ANOTHER monitor, but where do I get a headless Mac? The only thing I see that doesn't force me to buy an overpriced LCD is a 'Mac Mini'. They don't artificially restrict software on a 'mini' or something else that would prevent me from iPhone development do they?
Why can't I use my PC...
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Post by vlad on Jul 3, 2008 8:13:03 GMT -5
Same problem here. We are aiming at Mac development in the near future and that presented us the same problems.
My workbench has a dual monitor system to my "main" dev machine. Nearby I have a monitor with a KVM switch to server and test computer. I don't want another monitor. The other programmer has a similar configuration.
What we looked at was either 2 laptops (for convinience and because they have dual operating system) or the Mac that has all in the monitor, no extra boxs.
If you don't have a laptop and due to the dual OS feature and amazing size, that should be a great choice at least that what we will be dreaming with.
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Post by Adam Schmelzle on Jul 3, 2008 15:17:06 GMT -5
I wonder if/when I'll be approved for the iPhone developer program. I may not even bother to buy anything until I get approved.
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Post by Adam Schmelzle on Jul 4, 2008 7:17:01 GMT -5
Just got a mass e-mail from chillingo( aka. clickgamer.com ), stating that they will immediately give out iPhone developer keys to any devs willing to part with a cut of their money. I imagine they are hoping to catch the odd desperate dev with this, but doubt it'll work. iPhone approval is likely only going to be restricted during the beta, which will probably end soon since the official launch of the 3G iPhone is just around the corner. I wonder what they'd do if I agreed to give them a cut of sales, but gave my games away for FREE, with ads? I wouldn't do that, but it'd be funny
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Post by chrisl on Jul 10, 2008 15:40:17 GMT -5
iPhone sure looks like a powerful platform to develop for, but it seems already crowded before the launch of the App Store, with some developers announcing games by the dozen! It remains to be seen how much people will spend on the App Store in average, considering the installed base is still modest compared to the zillions of Java phones out there. Thoughts?
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Post by Adam Schmelzle on Jul 10, 2008 19:15:28 GMT -5
I'm not looking for sales, so having tons of competition doesn't bother me at all. I'm looking to make money off ads in my 100% free iPhone games.... if I ever get approved that is.
...*wink* I have a strong feeling we will have a good in game ad service available for iPhones in the very near future *nudge, nudge, wink, wink*
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Post by michaelflad on Jul 10, 2008 21:08:23 GMT -5
I've bought a MacMini (2Ghz + 2GB Ram) and an iPod Touch for development - I just use one of my TFTs as display and all works great so far.
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Post by Adam Schmelzle on Jul 10, 2008 21:15:13 GMT -5
That's pretty much what I plan on doing. I'll be hooking up a new Mac Mini to my 50" plasma, along side my current PC.
Working from home is nice, my office is my living room.
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Post by Adam Schmelzle on Jul 11, 2008 8:09:09 GMT -5
Greystripe has now announced support for the iPhone. Now I just need to get APPLE to approve me. Stupid process. The guys at Greystripe asked me to port stuff over, 'cause my games do very well for them, but I can't because I'm not approved...
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Post by Adam Schmelzle on Jul 11, 2008 11:02:10 GMT -5
... ugh. I went to pickup an iPhone today, and Rogers (mobile service provider) is unable to activate the phones. I filled out all the paperwork, and walked away without an iPhone.
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Post by chrisl on Jul 11, 2008 12:52:45 GMT -5
Looks like the Apple servers have a hard time at the moment anyway... What kind of work & process do you plan to port your Java games to the iPhone?
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Post by Adam Schmelzle on Jul 11, 2008 13:48:47 GMT -5
I don't really know what my plans are going to be for getting my games onto the iPhone. I still haven't gotten a Mac yet, and don't have a clue what the API looks like.
I'll be getting my Mac when I get my quarterly payment from Greystripe in a week or two, then I'll be starting out by porting over 'Attack Breaker Pro' to test / learn the ropes.
I've already had a request from an avid ABP player for an iPhone version.
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Post by Adam Schmelzle on Jul 11, 2008 19:47:31 GMT -5
I didn't expect it to go in this order, but I've been approved as an iPhone developer. Now I have paid Apple $99.00 to be able to submit games to the App store, but I don't even have an iPhone, or a Mac. This is crazy.
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Post by Adam Schmelzle on Jul 14, 2008 7:57:44 GMT -5
Now I have a working iPhone. It's pretty neat. I've been playing with it all weekend, but I can't make any software until I get a Mac. Can't get a Mac until I get paid. Getting paid once every three months really sucks.
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Post by vlad on Jul 15, 2008 8:16:47 GMT -5
Can you share what are your plans for the iPhone?
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Post by Adam Schmelzle on Jul 15, 2008 12:54:46 GMT -5
As mentioned above, I don't really have any plans yet for the iPhone, except that I will be porting over/enhancing 'Attack Breaker Pro', when I get a Mac to work with. I still don't have a Mac, and haven't even looked at the iPhone SDK yet.
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Post by chrisl on Jul 16, 2008 18:02:15 GMT -5
Did you try some games from the App store? If yes, any comment on their quality, value of production or main audience?
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Post by Adam Schmelzle on Jul 16, 2008 21:23:01 GMT -5
I've only played the free stuff so far. I tried out a couple brick breakers, and was not impressed. 'Jirbo Break' even has slowdown whenever you hit a brick.
One think I notice about the apps on the iPhone, is that I find myself using them a lot more often than I would on my other devices. I think this is 100% because the games all have icons directly on the home screen if the iPhone. No menu's to go through. I think I tried almost every free game in the app store. If I'm a typical user, than it's good news for free ad supported games. I still have yet to actually buy anything. I don't want to fork over $10.00 for monkeyball, because it looks too much like the Wii version.
I'm an original Monkey Ball fan. In fact, I'd call myself a nut for Monkey Ball. I feel the series has gone downhill ever since the strange 'adventure' game on the Gamecube. I had hopes for the Wii version, and bought it on launch day for the Wii, but also stopped playing it on the launch day as well. The tilting controls sucked hard for the Wii, and I have the same fears for the iPhone version, since it looks the same in the screen shots.
If I ever develop for a system that has an ACCURATE analog stick(like the gamecube), I'm gonna make a HARD MonkeyBall clone. A clone of Monkeyball 1, not 2, not X, not adventure, not Banana Blitx.... MB1.... What was I talking about again???
I want a banana....
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Post by chrisl on Jul 19, 2008 12:32:54 GMT -5
So, now that you're officially approved as an iPhone developer, did you study the sdk documentation (while you're waiting for your Mac...)? What does the API look like? Do you think porting Java games will be hard work?
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Post by Adam Schmelzle on Jul 19, 2008 17:55:32 GMT -5
Actually I haven't even tried to look at the docs yet. I probably won't start looking until I get my Mac. Can't possibly be as bad as XNA....
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Post by Adam Schmelzle on Jul 28, 2008 12:47:28 GMT -5
I've got my Mac mini now. Interesting little dodad. I'm a bit annoyed that it doesn't have a PS/2 keyboard plug, but what can ya do. I'm a keyboard snob, and have been using the old 'IBM Model-M' keyboards for decades. These things are invincible, but they're all PS/2. The guys that make the new models of these beasts now sell a USB version(without detachable cord, boo!), so I've ordered a brand new keyboard. I picked up a flimsy plastic usb keyboard in the meantime, but I hate it with passion, and won't likely do much with my Mac until I get the new clicky keyboard.
It saw my wireless netowrk immediately, and shares files with the rest of my PC's without trouble. I'm not going to use it for anything except iPhone development, so it doesn't bother me much that I can't play XviD avi's and/or H264 mkv's properly.
The digital sound output uses a mini-jack which is kinda stupid. Why not just use a standard coax/optical connection? Gotta buy more dongles. I haven't been able to hear much except using the headphone jack, which didn't sound too good being piped into my 5.1 receiver.
When I first attempted to dual-boot with WinXP, the Mac had a fit and sounded like it was grinding itself apart the moment I inserted the WinXP install disc. After I power cycled it all was well though, and I continued/finished the XP install.
It handles my Panasonic 50" plasma TV just fine in OsX. In WinXP the crappy intel drivers don't handle different resolutions nearly as well, but 1080p works, and that's all I normally have my desktop set to anyway.
Thankfully I had some Mac experienced friends over when I first turned the thing on, 'cause I was lost initially. I also feel that the interface is 'bulky' compared to XP. I like being able to full-screen my app windows, and the mac seems to use more space to display the same amount of infor due to the overly graphical bubbly interface. Maybe there are ways to un-cuddly the interface, but I didn't find the option yet.
I watched the near useless 'getting started' iPhone developer videos. They are all nearly identical, and don't really show you much of anything. They are basically just trying to get you to learn the stupid names they use for everything.
Grrraaarrg!! Why am I getting more and more angry as I type this. Why oh why do I have to use a new computer+OS+IDE to make phone games? Oh the humanity!
.... don't mind me, I'll get over it eventually. A new keyboard will help with my Macxperience greatly.
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Post by chrisl on Jul 28, 2008 18:21:55 GMT -5
Let us know how long it takes to get a proper iPhone "Hello World" or even a Pong thingy...
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Post by Adam Schmelzle on Jul 29, 2008 9:18:47 GMT -5
Roger, Roger. I might start fiddling today, or I may wait until I get my new keyboard, trackball, and an extra long USB cable.
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mozato
Somebody who actually posted!
Posts: 1
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Post by mozato on May 13, 2009 4:23:21 GMT -5
son of pregnant dog
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Post by Adam Schmelzle on May 13, 2009 9:13:08 GMT -5
Ha, I never re-posted in this thread. It's easy to get a new app started on the iPhone, since there are ready made templates in Xcode.
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Post by chrisl on May 14, 2009 17:16:19 GMT -5
I wish I could develop on PC... Not that I don't like Macs, I just don't have one and find it difficult to justify spending so much money (Mac + iPhone) just to get started. Well, that's the way it is, enough whinning! Do you think existing iPhone APIs, such as Unity, are not really necessary for the development of casual games on iPhone? Is the provided SDK self-sufficient for your needs?
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Post by Adam Schmelzle on May 14, 2009 18:18:55 GMT -5
I've never used anything like unity before. With the standard stuff You can make menus and forms fairly easily, but beyond that you're on your own. I suppose that makes it just like development on any other platform, else, so if you're into using 3rd party engines you would probably want to keep doing so.
I don't know why, but I've always done everything myself.
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Post by chrisl on May 14, 2009 18:22:07 GMT -5
Does the standard sdk include enough niceties such as easy management of touch interface?
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Post by Adam Schmelzle on May 14, 2009 19:33:56 GMT -5
You get callbacks for various touch events. touchUp, touchDown, touchMoved, touchCancelled. Each event includes the (x,y) position that the event happened at, as well as the number of taps. In the case of a move, it has the x and y difference as well.
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Post by chrisl on May 15, 2009 16:45:08 GMT -5
Quite a comprehensive feature list!
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