Showing posts with label app store. Show all posts
Showing posts with label app store. Show all posts

Wednesday, December 19, 2012

Maya Long Count Updates

It has been a pretty busy couple of months. The first thing was that I ran into the problem with the glyphs. I got all of the new glyphs redrawn, scanned, cleaned up, and integrated into the application. That took about a month to sort out. I did get everything integrated and here's the screen shot from the main screen. Once that was done, I then submitted to the App Store. It was the first application that I've published into the App Store (link here). Given that it was a total "stealth launch"it's been doing a bit better than I expected. Last night I tweeted:
"This is cool. I've earned $3.50 US, $1.26 Australian, $0.70 Canadian, €1.08, and ¥60 from my app. Taxes should be interesting."
Overall there have been 17 sales in 6 countries. I'm interested to see what happens after the end of this b'ak'tun - whether there will be additional interest or if I'll see my sales drop to zero.
I decided to do a free, ad-supported version as well. Hooking up the iAd banner was surprisingly straight-forward. It took very little time to get the banners installed but when I started looking at doing the full-screen ads I've seen in other apps I found out quickly that the iAd network doesn't do it for iPhone - just iPad.
I've been playing with the idea of using Greystripe at one point and this provided the opportunity to get it integrated. With iAd's lack of full screen ad support on iPhone, Greystripe was the solution. The was a problem, though, in that the test ID that they provided failed to work properly. I "violated" the terms a little a turned on the ads while I was testing. Given that I had done most of the work already around the testing, going with "live" ads wasn't a gigantic hit on the volumes (I think I used 7 impressions for testing).
I did get the free (lite) version submitted to the App Store on December 12th and it sat in review for a few days. I did get a notification yesterday that it was being reviewed and very quickly went from "In Review" to "Ready for Sale". Here is the timing on that:
 I was amazed that it was less than 2 hours from start to finish. Overall it was pretty amazing to see how quickly they got it squared away. Admittedly there was already one there that was practically the same thing but it was a different application. My original app took almost 2 days in review. This was 2 hours.
Anyway, both apps are now officially available for sale and Otto Von Productions, Inc. has published and sold its first applications. Now I just need to get the other 41 ideas I've got swimming in my head completed and published. Maybe I'll end up making this whole thing work after all.

Friday, September 21, 2012

New glyphs are done!

So I spent a little time finishing off the glyphs for the app. I think they look "okay". At least "okay" enough to be in version 1.0. And, for me, they're "freakin' amazing". *sigh* As I said, my graphic artist skills leave MUCH to be desired. Anyway, without further ado, here are the glyphs I made for the app.
The glyphs for my app

Not bad, eh? Yeah, I think they'll suffice. I did spend quite a bit of time making them and hope that they'll be met with approval by the community. It was definitely not something I felt at all comfortable doing, but sometimes it helps to get out of your comfort zone.
I'll point out that these are the original drawings - I haven't cleaned them up at all. I will be extracting the individual glyphs and improving them before incorporating them into the application. From personal experience with other graphics exercises, this will take several hours. I just hope I'll be able to get enough time strung together to make it happen. I also need to get the description written for the application, so that's something else I need to get a block of time to accomplish.
So, there we are. Hope you like the preview here. Once I'm done and submit everything to the App Store, I'll post a link.

SLIGHT delay on Maya Calendar App

So as I was going through the submission process to get my Maya Calendar application onto the App Store (yes, that was actually happening!), I needed to create a description of my application. I decided to go see some of the other applications in the space to see what they had crafted for their descriptions - check for inspiration, really, not plagiarism. No, seriously - no plagiarism. I think I might just like typing that word...
Mine on left, theirs on the right
Anyway, as I was going through looking at "maya calendar" (as opposed to "mayan calendar") I stumbled upon an application - using the exact same graphics. In fact, their icon was the same idea (with a different glyph - see right for comparison). Well, *(^*&!@. And AS I WAS SUBMITTING MY APP! I found that the website I'd "borrowed" the glyphs from was the same site that had the application I found. *facepalm* O.M.G. Bad me for thinking they wouldn't be used somewhere else.
So what did this mean to my calendar app? It meant that I needed to have some new glyphs. I asked my daughter if she'd be inclined to draw them (there were 44 required) and she agreed. Then she drew the first one and decided "um, no thanks - that was HARD". So it fell to me to draw some new ones. I used some different sources to get ideas for what they looked like (including the ones that I can't use now), but I've redrawn all but five of them. Next will be scanning them in, then cleaning them up, then integrating them into the app. The nice thing is that integrating them is a piece of cake - I just need to replace the existing files with the new ones. Also, I'll have higher-quality ones to use for an iPad app (if I do that). While they will be similarities to other glyphs on the web, they're hand-drawn (by yours truly) and lacking the funding to fly to Central America to tromp around Maya ruins looking for samples, I have to do it virtually. Which means other peoples' pictures.
So I'm close to having that app in the store. I'm really hoping that I'll be able to get it done by the end of the weekend. We have a very busy time planned, but here's hoping that I'll have a little time during those two days to get this sorted out and submitted. In the meantime, I'm working on getting a description put together so I can just copy/paste it into the submission page and go from there.
Fingers crossed for a successful submission. Then it's the waiting game for approvals. I'll post more on that as we go through that process.

Wednesday, August 29, 2012

Nearing completion

Current launch screen for the app
So I've been working a few hours every night trying to get closure on the Maya Calendar application - and I'm almost there. Except for a marathon Bejeweled Diamond Mine session this evening (I didn't want to quit until I'd topped 200k) I've pretty much been working on finishing up the application. I've got the backgrounds all changed - they look very nice now - and am working on the final touches. I was going to do a universal application - both iPhone and iPad - but the size on the app was making it ridiculously large. Like 60 MB large. Wow. Um - no.
What's left you ask? Well, I've got some "about" kinds of things to finalize. Need to get the application version information in there as well as information about HOW to use the app. Plus I wanted to put in some text about the long count calendar - where did it come from, how was it used, etc. Once I get those things in and working as expected I think I'll be ready to build it for distribution. I don't have an iPad version yet at all. I think while I'm waiting for the App Store approval process to complete I'll work on the iPad version. I've got all of the graphics and logic - just need to change up the display. I think.
Things have been coming together over the past few days. I feel that I've been productive - moreso than in weeks past. In order to get things finished I need to do something I haven't ever done before, so I do still have a little more work to do, but I feel now that I'm closer than ever to having something completed that can be submitted to Apple. And that will be a huge boon to my self-esteem these days. I also made some adjustments to the graphics that, for a non-graphic artist, I feel pretty good about.
Anyway - just a quick update. Looks like things are getting close. Now to sprint to the finish line and be done with this.

Monday, June 4, 2012

Silly Little Mayan Long Count Calendar Utility

So for post 101 (that's 5 in binary), I'm giving a sneak peek into a silly utility I decided to develop. I don't know why, but it's just been one of those things that I thought "you know - why not?". So I am. And what IS said utility? Oh, it's tres bien, mon amie. And tres sillie. (And yes, I know that sillie is not really French). Regardless, here's a screenshot:
And what, pray tell, is that? Why, my friends, that's a Long Count (commonly referred to as "Mayan") calendar converter. It tells you what day it is in the Long Count (which, ya know, 'ends' on Dec 21 of this year - but not really). The Long Count calendar is actually pretty straightforward. It's mostly based on the number of days since the "dawn of man" which is 13.0.0.0.0 - a date that correlates commonly to August 11, 3114 B.C.E. It uses a Julian dating scheme (every day is just 1 more day) and then divs and mods them into buckets (b'ak'tun, k'atun, tun, winal, and k'in). The main Wiki page gives a pretty good explanation of the whole thing.
I pretty much started it this evening when I got home, but I've been reading about the Long Count for a while now. I'm intrigued by different counting methods. I used to have a devil of a time with them (converting from decimal to binary to hexadecimal sucked). And then I heard Tom Lehrer's "New Math" (YouTube link here - and yes, you want to click it) and it completely resonated. I grokked it. My mom had Lehrer's LPs (if you remember those, you're older than you look) and I listened to them endlessly. Since then I've kind of geeked out at new methodologies.
Anyway, I looked in the App Store and saw a couple of things about the Long Count calendar but saw that some people were disappointed in the lack of functionality of some of those other apps. There are multiple "reckonings" for the start point of the Long Count, but those are all just relative to the main reckoning. It seems simplistic to use the different reckonings for reference use and also to allow people to convert any date. Probably be able to put in a Long Count and have it convert to a Gregorian date as well. So I'll see what I can do to make that happen and quickly.
Given that I have the basic calendar already working in just a few hours I'm actually feeling a lot more accomplished than I have in ages. And that's a good thing. And tres bien, mon amie.

Friday, February 25, 2011

What to do?

So I've been having a bit of crisis of faith on OttoJotts. I think the game is pretty fun and should be enjoyable for total word geeks like me. The concern I'm having, though, is that as I get further and further into the two player games, the more things crop up that need to be addressed. For example, most recently I realized that in order to do two player games I need to revamp how the games are set up - and that they'll be different for 2 player than for solitaire. This, in and of itself, isn't what's causing the crisis, but rather it's the whole process. I've been working on 2 player games all this year. I haven't been doing it full time, but I've spent upwards of 2 weeks of actual time (80 hrs) working on it and I keep finding whole new sets of things I need to do before I can move forward. So now the question is - should I keep moving forward with the 2 player games and have them available at launch or should I launch the single player (solitaire) games and then, in an update, add the 2 player games?
I'd say that a fair portion of the games in the App Store are single player. You might be able to challenge someone to beat your score or something, but in general the two player/multiplayer market isn't quite as prevalent. So having 2 player, competitive gaming would be a differentiator for my game, but the time it's taking (or at least seems to be taking) is making me wonder if it will EVER get out.
Currently I'm still torn on what to do. I'm not sure that the single player/solitaire game is going to be compelling enough to keep someone playing. There's not enough there yet (achievements, etc) to make it something that a player would come back to over and over again. The graphics need to be redone to make it look a bit more professional (any graphic artists willing to work on a royalty basis out there?) and the game play needs to be cleaned up and the app hardened overall (error handling, etc). So I've still got at least 2 weeks of work left to do all of that, even if I dump 2 player games for now.
So, what to do?

Tuesday, June 1, 2010

Alpha 1 Updates

Well, it was a busy weekend for the Empire Lyric Players, which meant it was a busy weekend for me (because I'm president of the group). Rehearsal Friday til 10:something-way-too-late, Saturday off (I played a TON of Dragon Age: Origins - definitely needed the break to stave off the pending mental collapse), then move-in on Sunday, which went much faster than I expected. We arrived at noon to help unload and they were finishing getting everything off the trailer into the theatre. WOW. I don't think move-in has ever gone that smoothly or had as many participants (practically the entire cast was there). Then errands on Memorial Day and first rehearsal in the theatre. Hard to believe our show goes up in 2 more days!
But wait - wasn't this a post about Alpha 1 Updates? Why yes, you're right - it is! Thanks for the reminder. So where IS Alpha 1? The short answer is "coming soon". The longer answer is a bit more complicated. I was having any number of problems getting my app debugged. It was working fine in the simulator, but as soon as I installed it on my iPhone it would crash on launch. No warning - just "no longer running". I couldn't attach a debug process, the console log (thank you Xcode Organizer!) showed nothing untoward, NSLog messages showed nothing... I was at a complete loss. I restored my phone to just 3.1.3 and then re-synched with iTunes. Still no love. Then, magically, it started working.
For anyone who's been a developer for any period of time, the "magically disappearing bug" is a frightening thing. Why did it go away? When will it resurface (because without fail it will)? I still can't find anything wrong, though, so it's hard to say it wasn't not some kind of configuration problem, but I'm not happy. I thought I would try to install it on Susie's phone as well to see if it surfaced there (I turned mine into a development device so I could see what was happening, but it didn't help). When trying to install on Susie's phone I got the strangest error:
The application "OttoJotts" was not installed on the iPhone "Susie's iPhone" because an unknown error occurred (0xE8008001).
Whiskey Tango Foxtrot? Why would iTunes not know what the error is? Oh, au contraire, mon frere, but iTunes DOES know what it is. What error 0xE8008001 is telling you is that you have an unsigned application that iTunes won't let you install on an iPhone. In other words, iTunes thinks the application is not a valid App Store or Ad Hoc distribution. Of course the question now is why doesn't iTunes think it's a valid ad hoc distribution? As to that, I'm uncertain at present. I need to dig into why it doesn't seem to think that I'm building an application with the right provisioning certificates. The error I was getting before from her iTunes was that there weren't any valid provisioning profiles for the application, which seemed odd as it was the exact one I was including in the build settings. She's running her iTunes on Windows and I'm on Mac, so that's always a joy, but still I've done it previously without too much trouble. Definitely more digging necessary, but here's the kicker - this is HELL WEEK.
What is Hell Week? In performance parlance, it's the week before a show opens. Every night is a rehearsal and generally you're still working a regular 9-5 (-ish) schedule that week, so you're up at the butt-crack of dawn to get to work, work a full day, then go to the theatre and spend another 5-6 hours at rehearsal. Then back home to bed all to do it again the next day. Good thing the show opens on Thursday. We have a JDBC movie night on Friday and I might end up crashed on the field at Invesco/Mile High. :)
Over the next couple of days I need to figure out what's up with the provisioning profiles and see why this isn't working as I thought. Maybe in a couple of days I'll actually have the Alpha done and out to testers. When I do, I'll make sure to let everyone know via this blog.

Sunday, July 12, 2009

CodeSigning Hell

The best advice I can give to anyone who wants to develop iPhone applications is: When you get an error, READ THE ENTIRE ERROR MESSAGE VERY CAREFULLY. Here endeth the lesson.
I had decided to update my code signing certificates for the alpha that will be starting in the not-too-distant future. I also wanted to try to get it building for distribution on OS 2.2 devices because one of my testers is on an iPod Touch that costs $10 to upgrade to 3.0. Eventually I will need to move completely to 3.0 to get the in-app purchasing I require, but for now, compatibility is a good thing.
I made some new certs, read the instructions carefully on the Apple Dev Portal and things were going along smoothly. I had a bit of a hitch when I forgot to copy in the distribution and developer certificates to Xcode, but that wasn't too heinous. Then I tried building for 2.2. Error. And something that seemed completely odd. CodeSigning was complaining that I hadn't provided a certificate for 'Distribution' for SDK 'Device - OS 2.2'. Um, sure. Not terribly helpful. Can I build OS 3 builds? Yes - no problem. OS 2.2? No. I checked the build settings - yup, there's my certificate, it's setup for all iPhone Devices... What's your damage, Xcode? Okay, fine. You win. I'll ADD a special exception for OS 2.2. Bzzzt! Still not happy. What the HELL, man? C'mon, give me SOMETHING.
*sigh* After beating my head against it for a while, I went back and looked at the steps. Yes, I did that. And that. And thanks for the warning about making sure I did that - I did. Okay, let's Google it. I have to completely reset my Xcode to make it happy? I'm not sure that's the right answer.
Okay, one last time. Let's close Xcode, reopen, and try building it again. Nope. As expected, the same error. But wait. What does that error really say? Seriously? What configuration am I editing in the properties? DEBUG?!?! And it needs to be DISTRIBUTION?!?!?! *sigh* *facepalm*
So, let's make sure we're editing the configuration for Distribution and attach the certificate for all iPhone devices. Okay, Xcode, let's see if that makes you happy. And it does. And had I bothered to read the error message and double-check to make sure that I was actually editing the correct properties, life would have been better. But, thankfully, now it is.
Here endeth the lesson.

Friday, July 3, 2009

Progress and Pakled-ness

One of the pitfalls of technology is that you kind of get used to things working automagically. You don't have to do anything particularly difficult or, in many cases, that require much thought to do some pretty amazing things. A perfect example of this is my recent experience trying to get my application to install via iTunes 8 on Windows.
When developing an app, you need to create what are called "ad hoc distributions" - builds that are not loaded from the App Store and people just just drop them on iTunes and then magically appear on their iPhone or iPod Touch. There are two things required to make this happen. One is a provisioning file that tells iTunes that your device is allowed to load this program and the other is the program itself (which is a directory containing all of your files). It's a simplistic but effective way of distributing applications.
There are two quirks to this process. The first that I ran across was something I had known but forgotten - Mac ZIP files are different from Windows ZIP files. They have extra files that make uncompressing them normally impossible. You have to actually uncompress them by hand (the curtain begins to reveal the real Wizard of Oz). But that's no big deal - I'll just have to repackage them for Windows distributions. The second is that the provisioning files can't just be "dropped onto iTunes" on Windows. Drag and drop on Windows is a relatively hand-crafted experience and files ending in ".mobileprovisioning" don't make the cut for "drop targets". :) What this means is that you can't drop the provisioning files onto iTunes, you need to add them to the Library manually. (Perhaps you can drop them onto the Library itself, but File | Add to Library worked better for me). And now we can see the short man behind the curtain.
So while I was spooked that Windows and iTunes 8 weren't going to work, they do. Because I'm an idiot sometimes who doesn't try more than a few paths to get something working. Because I've become dependent upon the magic working. And I've become more than a little Pakled sometimes.
Regardless of all of that, I do now have things working from Windows and I can stop messing around with iTunes on my Mac (which was taking for-freaking-ever to add songs to the library). And with alpha only 4 days away, I have LOTS to do - especially since I'm taking the 4th off to go to Elitch's with the family and fireworks with my parents. Cogito ergo sum. And I'm a little scared by that. :)

Wednesday, July 1, 2009

Simple Tasks Gone Awry

I've been working a little bit on what I thought would be a couple of simple things, but apparently not. I created a very simple splash screen to display while my app is downloading the XML files (and before the game is actually playable). I read in a few places that all I needed to do was create a file called default.png (or Default.png depending on who wrote it) and it would work automagically. Apparently not quite.
My second task to to try to get the game running on my iPhone. Because, you know, that's like where it's actually going to be played. :) So I followed Apple's directions on how to create an "ad hoc" release (as opposed to an App Store release). I installed it on Windows and sync'd my phone. And was told that it couldn't install Wizards. *sigh* Some poking around leads me to believe that it's a problem with iTunes 8, of all things, and that until Apple fixes iTunes I'm pretty much SOL. :(
The third thing has been going much better, though, which was creating the images for inventory items. That seems to be relatively complete now (LOTS of trolling the web for images). I'm not sure that I'm providing enough inventory items, but it seems like it's coming together. At least ONE thing is going as anticipated. :)
Lots more to do, but I want to get the splash screen done (I found a tutorial to try out) and then I need to start looking at character creation. Then I think it's time to build the DBs online and start pulling data from the net. And then the fun stuff - combat!

Saturday, June 13, 2009

Weird Happenings

I decided that given the necessity of being able to purchase items inside my application to avoid the cracker/cheater influence that I should upgrade the app to run inside iPhone OS version 3. I ended up having something very strange happen that I can't explain, though, and need to figure out what's happening with it. Here's the issue.
I've created an affinities page that displays how much mastery a player has over a particular element (fire, air, water, earth, void). It should display as shown below.


Instead, what's happening is that it's shifting up what appears to be 20 pixels. I'm wondering if hiding the status bar is somehow impacting the layout of the image in the XIB. It seems weird that this would be something that would be impacted by changing the target from 2.2.1 to 3.0, but it definitely is. Here's what it looks like now.

I'm sure there's some rational explanation for WHY this is happening, but it's a bit surprising (and a little frustrating) that something so simple is now more difficult. *sigh*
I'm actually trying to work on travel today, but stumbled upon this last night when my brain was getting addled from lack of sleep. I thought initially that I'd done something weird like setting the background image location manually in my view controller, but going back to 2.2.1 fixed the problem. If I can just get this sorted out this morning I'll feel loads better about moving forward with travel today.
In the meantime, I'm going to work on travel to get that finalized. I want it off my plate for the time being and then I can deal with why this is shifting up ~20 pixels. :( Wish me luck!

Tuesday, June 9, 2009

Purchasing Update

It's been an interesting day. I had planned on hammering out all of the travel elements but instead got sucked down a rabbit hole doing what I thought would be a quick modification to my code base. But NOOOO. Instead, I've been beating my head against what ought to be a very simple thing - getting a subview to display. I'm not sure what the problem is yet but I've been trying to figure out what I'm doing wrong. I have a tab control with a view controller that manages the main profile page. From there I can go to a spellbook or to the affinities page. I want to display the profile summary on each of these pages, so I made a subview called ProfileDetailViewController that I'm creating in ProfileViewController::viewDidLoad. I tried to addSubview to no effect so then I tried to insertSubview with an atIndex:0. No love there either. The interesting thing (and this is where I think it may be some kind of race/initialization issue) is that when I tried to create the strings to display the data it kept returning "Invalid".
HOWEVER, I just solved it. I had an epiphany while I was out an about this afternoon getting Cathy (her last day of school is tomorrow) and tried something that worked correctly and perfectly. I still need to do some things to make it completely functional and spread across the multiple view controllers, but I'm much happier now. :)
On the purchasing side of things, I've been looking at the Store Kit API that Apple just published. I believe that this is all in OS 3.0 so I'll need to wait for that to come out (which should be next week, theoretically). That should provide the opportunity to do what I want to do, so I'll be a much happier camper there as well. :)
So what started off as something of a bust of a day has now ended up quite nicely. I'll finish the profile summary tonight after Taekwondo and feel even more accomplished.

Monday, June 8, 2009

Samantha Update

Well, while WWDC happens (I've been reading tweets by Owen and crew), I'm here working on Samantha. I've completed the first of the stories, which was the tabbed interface. At least as well as I can, since I'm having a little trouble figuring out where to put a couple of things. :) I think that will be sorted out this week finally.
I've been working on traveling, which has been interesting. The big thing has been creating a list of destinations to which people can travel. I've completed that (yesterday) and then completed an XML file that contains the connections between those locations. It's a bit of a web rather than a grid, say, but it should be interesting. I will have to have some alpha testers verify that they can get to all of the locations properly. Since locations also determine who players can duel and chat with, it's something of a major story. AND it's getting close to done. I need to write the XML reader still, but that's on tomorrow's agenda.
I must say that I'm actually pleased by the progress so far. The ERD has a great start (I spent about a day going through it) and the UI is coming together. With the mechanics of travel worked out (I put in some bogus data to test it thoroughly) and the list of locations for 1.0 set, I think I'm doing pretty well. Not enough to be completely done by the end of the month, but things are definitely moving forward faster than I'd expected. Perhaps if I catch a few more breaks here in the next week or so, I'll end up with a reasonable alpha in about 2 weeks.
I've heard through the grapevine that approvals are taking longer, so things are getting a bit scary where timing is concerned. Looks like I won't be out right at July 15 but if I can get it close, then life will be a good thing, I hope.
Still no solution for the microtransactions, but I've been punting on that for the sake of game progress lately. I will need to get that resolved soon so this doesn't become a major issue (and put the kibosh on my plans for world domination, erm, making money :).
I'll post up some more later as things start to gel in other areas. Otherwise, assume I'm busting my ass trying to make the end-of-month deadline. :)

Tuesday, June 2, 2009

Conundrum

I've been thinking about something that I need to make sure I address. The trouble is that I don't have as much information about deployed App Store apps as I need. Here's the conundrum.
I Wizards/Mages/Samantha players can purchase items that will "buff" their characters. In particular, they can purchase artifacts and mana gems (mana gems replenish a portion or all of your mana pool). Of course players can use up their mana gems (one use per gem), so they may want to purchase more. But how best to handle that? I could, when a player purchases the mana gem pack, provide some local data about the transaction completing. Then I need to worry about jailbroken phones where they can remove that transaction data. So then what? What options exist for ensuring that players are only allowed one use for the purchased app?
This is where I'm hoping that someone else may have some ideas about dealing with this. I believe that addmired (makers of iMob, iKnights, iVampires, and Girl Wars) has managed to address this. I don't believe that I get notification of purchases so I can't trigger off that somehow. Honestly, I'm at a bit of a loss and I'm having trouble finding out how others have addressed the problem (if they have).
Something else that I need to think about is that I don't want to have 500 different expansion packs available for the game. I may have a couple of "artifact" packs that allow you to pay different amounts to get different types of artifacts. For example, you can but the $1.99 artifact pack that gives you some low-power artifacts. Or you can buy the $4.99 pack that gives you some more powerful artifacts. I think it would be a choice of which artifact from the list you want to get, but since you could buy the pack more than once (and thereby acquire more than one artifact from the list), I still need to address it.
Hopefully someone has some ideas I can explore or knows of a blog where someone posted up this issue and their resolution. Thanks!