Just a quick update on a small problem I uncovered. I was working on OttoJotts last night trying to get Beta 1.1 out the door (I did eventually get it out, although it was Beta 1.11) when I stumbled on a problem with the UIScrollView I'm using for the help file. When I created the first Beta 1.0 I ran into an issue with the buttons not working on 4 inch screens (I originally wrote the app for iPhone 3G to give you an idea of how long this has been). I went through all of my xib's in Interface Builder and updated them to use auto layout and - ta da! - everything worked. Except for help.
My help screen has two elements - a UIButton to close the help screen and a UIScrollView to view the incredibly long png I created for the help (it's over 2k pixels in length). When using auto layout with a UIScrollView, the scroll view interprets the setting meaning a slightly different experience than what you'd expect. When I turned off auto layout, the scroll view worked perfectly well and I was able to view all of the help text correctly - with one exception: the UIScrollView was now positioned at the bottom of the interface rather than directly under the button.
I still have some things to work out with the 3.5" and 4" screens so I'm holding off on fixing that until a later date. Still, it's something to keep in mind - UIScrollView and auto layout are not good buddies.
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Showing posts with label user interface. Show all posts
Showing posts with label user interface. Show all posts
Monday, April 7, 2014
Saturday, September 14, 2013
Cautions and issues with iOS 7
I've been working on OttoJotts quite a bit over the past few weeks, making some great progress. One thing I've had to do is perform all of my testing in iOS 6 and earlier because I'd been seeing weird display problems with iOS 7. I thought it might have been just some issues with the betas of iOS but now that I have the gold master of iOS 7, I'm seeing the same problems. And now you can too:
What you're seeing is what the screen looks like in iOS 6 and 7, side-by-side comparison. Each letter is a label and I load a box and place it behind each label. On everything but iOS 7 it displays properly as you can see. I thought it might have been a problem with the background color on the label being something other than clearColor, but that doesn't seem to be the case either. I don't know why the boxes aren't displaying at all right now. Definitely going to require some additional work before I put this out to the App Store.
I am pretty surprised by this pretty major change in iOS. This seems like pretty basic functionality that has been changed. I know that a lot of it is because of the new UI paradigm that Apple is trying to introduce, but this seems like quite a major change in implementation from previous versions. What this seems to me is that every app developer is now going to have to be extremely careful about this upgrade and what it means to their apps.
Good luck with your apps.
![]() |
| iOS 6 on left, iOS 7 on right |
I am pretty surprised by this pretty major change in iOS. This seems like pretty basic functionality that has been changed. I know that a lot of it is because of the new UI paradigm that Apple is trying to introduce, but this seems like quite a major change in implementation from previous versions. What this seems to me is that every app developer is now going to have to be extremely careful about this upgrade and what it means to their apps.
Good luck with your apps.
Labels:
development,
graphics,
iOS,
ottojotts,
user interface
Monday, January 21, 2013
UITableViewCells and Forgotten Wisdom
I've been playing around with a new game for my daughter based on an old game called Electronic Detective. I'm actually making a version of it for her to play (since my old solid state system, for some reason, only plays about half a game before crashing out). I had originally planned on making everything fit onto a single screen (which would have been better on iPad, but I'm a sucker for pain which is why I'm making it for iPhone), but decided to be considerate and moved from a single UIViewController view to a new UITableView layout. But the new version of Xcode makes creating UITableViewCells a little, um, wonkier than I remembered.
NB: I'm sure this is all 1,000,00% easier with storyboards, but I'm not using them as I'd like to target devices more than 6 months old. And yes, that was some slight sarcasm.
The first thing I ran into is that when you add a UITableViewCell .h/.m to your project, it doesn't allow you to create a .XIB with it. You need to create the .XIB separately. Then, the thing I've learned, is that you need to set the class for the VIEW to be the new .h/.m class name you selected. Do not set the File Owner to be the new class - leave it as UITableViewCell.
If you don't do that and leave the view as the UITableViewCell or if you set the File Owner to be the new class, you're likely to run into a dreaded "this class is not key value coding-compliant for the key XXXX" error. This is not terribly useful but some searching on slashdot and other places guided me in the right direction. If you've come here because you searched for that and you're using UITableViewCells, then here is likely what you're seeing as a problem.
This is one of those problems that I continue to stumble upon as I work through things only periodically. I forget some of the tricks and tips I've learned previously. But as my spousal unit and I have decided that she will not be returning to her job at Lockheed-Martin (as they have recently changed their leave-of-absence policies denying her the ability to take a second year off to watch our illness-prone son), I need to start getting some more titles in the App Store - and quickly. Given that, I will be working more feverishly to get things completed and released and will be sharing far more on this blog than I have been of late. And I will hopefully be retaining more of this forgotten wisdom.
Wish me luck!
NB: I'm sure this is all 1,000,00% easier with storyboards, but I'm not using them as I'd like to target devices more than 6 months old. And yes, that was some slight sarcasm.
The first thing I ran into is that when you add a UITableViewCell .h/.m to your project, it doesn't allow you to create a .XIB with it. You need to create the .XIB separately. Then, the thing I've learned, is that you need to set the class for the VIEW to be the new .h/.m class name you selected. Do not set the File Owner to be the new class - leave it as UITableViewCell.
If you don't do that and leave the view as the UITableViewCell or if you set the File Owner to be the new class, you're likely to run into a dreaded "this class is not key value coding-compliant for the key XXXX" error. This is not terribly useful but some searching on slashdot and other places guided me in the right direction. If you've come here because you searched for that and you're using UITableViewCells, then here is likely what you're seeing as a problem.
This is one of those problems that I continue to stumble upon as I work through things only periodically. I forget some of the tricks and tips I've learned previously. But as my spousal unit and I have decided that she will not be returning to her job at Lockheed-Martin (as they have recently changed their leave-of-absence policies denying her the ability to take a second year off to watch our illness-prone son), I need to start getting some more titles in the App Store - and quickly. Given that, I will be working more feverishly to get things completed and released and will be sharing far more on this blog than I have been of late. And I will hopefully be retaining more of this forgotten wisdom.
Wish me luck!
Sunday, December 30, 2012
Care when posting from the web
I've been working on a new application (Electronic Detective for my daughter) which will be the basis for a longer-term game effort and ran into a strange thing. I decided that how I was going to be doing the UI for a particular portion of the game was just incredibly clunky. I had remembered a piece of information that needed to be included and rather than shoehorn it in, I decided to take a step back and see what made the most sense. In this case it was changing things from a static UIView to a UITableView. This opened up a lot of potential real estate and made it possible to do some things I was struggling to fit on the screen before.
I was searching to find the best way to get UITableViewCells working with the new Xcode (4.5) since they've sort of changed how they operate since last I'd done one (a long time ago - in a galaxy far, far away). I found a good sample from a blog post and decided to just copy/paste and modify the sample code. And things were fine - until I got a very strange build error - "unexpected '@' in program". Um, whiskey tango foxtrot was that? I searched a bit more and the answers proposed didn't seem to really address my particular error. Here was the offending code (from a code blog I found):
I replaced all six quotes and things started working the way I expected. So, as a word of caution, Xcode apparently will maintain some special characters when you paste code from other sources. Make sure that if you're pasting that you double-check the characters. If things don't look correct to you, they probably aren't. It may be a bit weird, but it may be worth your effort to retype some of it manually in the editor to see if it's a problem with the paste or with the code. You could save yourself a little mental anguish by trying a couple of simple things. Good luck and happy coding.
I was searching to find the best way to get UITableViewCells working with the new Xcode (4.5) since they've sort of changed how they operate since last I'd done one (a long time ago - in a galaxy far, far away). I found a good sample from a blog post and decided to just copy/paste and modify the sample code. And things were fine - until I got a very strange build error - "unexpected '@' in program". Um, whiskey tango foxtrot was that? I searched a bit more and the answers proposed didn't seem to really address my particular error. Here was the offending code (from a code blog I found):
There didn't really seem to be anything wrong. The highlighted lines were the ones causing the problem and I couldn't really see a problem. Each of the literals was perfectly correct. What the hell was going on with this code? Then I stumbled upon a stackoverflow question and answer that provided a little insight. What was weird about the editor was that it wasn't showing the text formatted as "text" - it was just showing as black text, not the typical red you'd see. Then I read the part about the "smart quotes". I replaced the first "quote" with a regular "quote" and the text higlighted. That's when I realized I must have pasted in smart quotes and that's what was causing the problem.- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath{static NSString *CustomTableCellIdentifier = @”CustomTableCellIdentifier”;UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CustomTableCellIdentifier];if(!cell){NSArray *nib = [[NSBundle mainBundle] loadNibNamed:@”CustomCell” owner:self options:nil];if(nib.count > 0){cell = self.customCell;}else{NSLog(@”failed to load CustomCell nib file!”);}}
I replaced all six quotes and things started working the way I expected. So, as a word of caution, Xcode apparently will maintain some special characters when you paste code from other sources. Make sure that if you're pasting that you double-check the characters. If things don't look correct to you, they probably aren't. It may be a bit weird, but it may be worth your effort to retype some of it manually in the editor to see if it's a problem with the paste or with the code. You could save yourself a little mental anguish by trying a couple of simple things. Good luck and happy coding.
Labels:
debugging,
development,
iOS,
objective-c,
user interface,
xcode
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.
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.
![]() |
| 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...
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.
![]() |
| Mine on left, theirs on the right |
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 |
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.
Sunday, August 26, 2012
Oddness with the Maya Calendar
So I've been reading up a LOT on the Maya* calendar over the past few months. There are two different calendrical systems - the Long Count (which is what we hear about when people talk about the end of the world in 2012). The current date in Long Count (as of this post) is 12.19.19.12.0. There's another calendar is called the Sacred Round and uses what are called Tzolk'in and Haab dates. This calendar was more religious in nature and had a full cycle of about 52 years. When doing calculations for Long Count or Maya calendars it's common to include both the Long Count and the Sacred Round dates.
One thing that seems clear is the basic calculations to get the Sacred Round dates. The Wikipedia article describes pretty clearly the arithmetic required to derive these. The regular Sacred Round cycle is 360 days and there are 5 Wayeb days (that were considered unlucky) to make the calendar 365 days long. Close to the 365.2422 days our tropical calendar is, but it means that the Sacred Round shifts one day forward compared to the tropical year every 4 years.
One problem is that I would like for my application to work for dates all the way back to 9999 BCE (and forward to 9999 AD/CE). Most calculations are done using Julian days as a baseline, but the Julian dates start in 4730 BCE, a little later than my 9999 BCE desire. What's a developer to do? Well, one option is to try to address the negative values that come from going before the start of the Julian dating scheme, which is what I initially thought of doing. Then I realized that since there is a higher-order cycle above the currently accepted five values, I could add what's called a piktun worth of days to the count, in essence moving back the Julian calendar about seven thousand years. I did this and it worked great for the Long Count calculations - I just subtracted out a piktun if it was past the beginning of this cycle or not - it all worked out. The Sacred Round, however, was a different story.
The reason is that the Sacred Round starts at specific values for tzolk'in and haab. Moving back a whole piktun, though, means I needed to recalculate the tzolk'in and haab values. I figured out what the new offsets were and after resolving some oddness with displaying the correct glyph for the tzolk'in and haab I seem to have gotten everything working.
The only things I have left to do to get this thing out the door is finish the polish for iPhone and get the iPad version looking reasonable. All of the testing I've done to date is solid. I still have a few things left to validate, but I actually have a high confidence that it will work pretty well. Then two versions - one free and ad-supported and one for $0.99. Then I'll have broken my 3.5 year drought of getting apps into the App Store. Yay?
* You'll note that I'm not using "Mayan" anymore. I learned that Mayanists (scholars who study the Maya history) use "Mayan" for linguistic elements (the language) but use "Maya" as an adjective for "things that are from the Maya culture"). I will bow to their superior expertise and understanding in this particular matter.
One thing that seems clear is the basic calculations to get the Sacred Round dates. The Wikipedia article describes pretty clearly the arithmetic required to derive these. The regular Sacred Round cycle is 360 days and there are 5 Wayeb days (that were considered unlucky) to make the calendar 365 days long. Close to the 365.2422 days our tropical calendar is, but it means that the Sacred Round shifts one day forward compared to the tropical year every 4 years.
One problem is that I would like for my application to work for dates all the way back to 9999 BCE (and forward to 9999 AD/CE). Most calculations are done using Julian days as a baseline, but the Julian dates start in 4730 BCE, a little later than my 9999 BCE desire. What's a developer to do? Well, one option is to try to address the negative values that come from going before the start of the Julian dating scheme, which is what I initially thought of doing. Then I realized that since there is a higher-order cycle above the currently accepted five values, I could add what's called a piktun worth of days to the count, in essence moving back the Julian calendar about seven thousand years. I did this and it worked great for the Long Count calculations - I just subtracted out a piktun if it was past the beginning of this cycle or not - it all worked out. The Sacred Round, however, was a different story.
The reason is that the Sacred Round starts at specific values for tzolk'in and haab. Moving back a whole piktun, though, means I needed to recalculate the tzolk'in and haab values. I figured out what the new offsets were and after resolving some oddness with displaying the correct glyph for the tzolk'in and haab I seem to have gotten everything working.
The only things I have left to do to get this thing out the door is finish the polish for iPhone and get the iPad version looking reasonable. All of the testing I've done to date is solid. I still have a few things left to validate, but I actually have a high confidence that it will work pretty well. Then two versions - one free and ad-supported and one for $0.99. Then I'll have broken my 3.5 year drought of getting apps into the App Store. Yay?
* You'll note that I'm not using "Mayan" anymore. I learned that Mayanists (scholars who study the Maya history) use "Mayan" for linguistic elements (the language) but use "Maya" as an adjective for "things that are from the Maya culture"). I will bow to their superior expertise and understanding in this particular matter.
Wednesday, April 25, 2012
OttoJotts and other stuff
Been working on the back-end pieces of OttoJotts over the past few weeks. It's been slower than I'd hoped, both because I'd run into a small issue that was keeping me from moving forward with the game views and because I was finding other things I wanted to do instead (like catch up on Reddit and watch some videos). I've been a bit demotivated the past few weeks. Lots of stuff happening personally and financially that have added more stress than I needed right now.
On the OttoJotts front, though, things have been progressing reasonably well given the time I've spent on them. Right now I've got the account information and the main game list showing up. I still have to get the game details (the guesses and such) showing up and the ability to start games. Still a lot of work left but once I get these things sorted out it's a lot of playtesting and hooking it up to the iPhone.
iPad is still something of a question. I don't own one so I'll need to rely on people who do to test it out. I'd like to make sure that it works and that I have a good set of graphics for it so it looks reasonable. Just hoping that at least one of my friends is willing to help out. *wink wink*
The other issue I've been running across has been my ADHD kicking in wanting me to work on another small project and get it out. That's kind of what OttoJotts was supposed to be, so I hesitate to jump through the hoops to get something started only to end up on month 15 with nothing yet to show for it. I need to take a Kanban approach and just finish the work in progress and then work on the next thing. It's something I've struggled with for years and is once again rearing its ugly head. I wish I were more motivated to finish OttoJotts and get it done. Maybe I'm unable to complete things. Maybe I'm afraid of what happens if I do complete it (total flop). I don't know - it's just frustrating and adds to my stress level.
Anyway, lots to do at the "real job" (for now). I have tons to do still but I can actually pull this out if I can just get some focus on it. Send happy, supportive thoughts!
On the OttoJotts front, though, things have been progressing reasonably well given the time I've spent on them. Right now I've got the account information and the main game list showing up. I still have to get the game details (the guesses and such) showing up and the ability to start games. Still a lot of work left but once I get these things sorted out it's a lot of playtesting and hooking it up to the iPhone.
iPad is still something of a question. I don't own one so I'll need to rely on people who do to test it out. I'd like to make sure that it works and that I have a good set of graphics for it so it looks reasonable. Just hoping that at least one of my friends is willing to help out. *wink wink*
The other issue I've been running across has been my ADHD kicking in wanting me to work on another small project and get it out. That's kind of what OttoJotts was supposed to be, so I hesitate to jump through the hoops to get something started only to end up on month 15 with nothing yet to show for it. I need to take a Kanban approach and just finish the work in progress and then work on the next thing. It's something I've struggled with for years and is once again rearing its ugly head. I wish I were more motivated to finish OttoJotts and get it done. Maybe I'm unable to complete things. Maybe I'm afraid of what happens if I do complete it (total flop). I don't know - it's just frustrating and adds to my stress level.
Anyway, lots to do at the "real job" (for now). I have tons to do still but I can actually pull this out if I can just get some focus on it. Send happy, supportive thoughts!
Sunday, February 27, 2011
New OttoJotts UI Ideas
I was in the shower today getting ready to pick up Cathy from a birthday party (no, not that one - we unfortunately missed that one *headdesk*). This was not her cousin Zavi's party in Laramie but my best friend Dan's son Matthew's 6th birthday. It was at Chuck E Cheese's and now that I've wasted far too much time with off-topic over-explanation, let me get back to the point of this post - user interface ideas for OttoJotts.
So while I was in the shower I began thinking back to the days when I used to play Jotto and what usually had to suffice for Jotto sheets when we'd exhausted our supply. We opted for legal pads, a ruler, and a pen. So this made me wonder - what if I made the UI look like a legal pad (or at least just lined paper) and then had all of the buttons and letters be handwritten? I think it might be "retro", but I think retro is hip these days (it's so hard to tell sometimes). PLUS, it's something that I, with my limited graphic artist skills could likely pull off. That was a definite benefit.
I think it would be very cool to have a slick UI like, say, Words with Friends, but I'm just NOT a graphic artist. Been there, done that, got my wrist slapped. I may just need to accept my limitations on this particular point (not that I ever thought I was a graphic artist). What does this mean for Alpha 4? Absolutely nothing. I'm sure I'll find ways to try to derail myself from actually working on code and work on the cool new UI, but it needs to wait until Beta 1. The alphas are all about functionality; betas are about polish. So that's kind of the thinking for, say, April. And I've got a cool idea for the badges, but that's later as well.
I guess we'll see how well I can keep this "shiny new toy" on the back burner. I've actually managed to get most of the friend and game creation code done and in, which was surprisingly smooth. There's still a lot of hardening that needs to happen, but I think that once I get into that mode it will be straightforward to do pretty much the same thing to every file. Plus, I need to make the code a little harder to exploit, which I hope I can get done with a minimum of fuss. Let's just hope I can keep up some of the focus here to make this project FINALLY successful.
So while I was in the shower I began thinking back to the days when I used to play Jotto and what usually had to suffice for Jotto sheets when we'd exhausted our supply. We opted for legal pads, a ruler, and a pen. So this made me wonder - what if I made the UI look like a legal pad (or at least just lined paper) and then had all of the buttons and letters be handwritten? I think it might be "retro", but I think retro is hip these days (it's so hard to tell sometimes). PLUS, it's something that I, with my limited graphic artist skills could likely pull off. That was a definite benefit.
I think it would be very cool to have a slick UI like, say, Words with Friends, but I'm just NOT a graphic artist. Been there, done that, got my wrist slapped. I may just need to accept my limitations on this particular point (not that I ever thought I was a graphic artist). What does this mean for Alpha 4? Absolutely nothing. I'm sure I'll find ways to try to derail myself from actually working on code and work on the cool new UI, but it needs to wait until Beta 1. The alphas are all about functionality; betas are about polish. So that's kind of the thinking for, say, April. And I've got a cool idea for the badges, but that's later as well.
I guess we'll see how well I can keep this "shiny new toy" on the back burner. I've actually managed to get most of the friend and game creation code done and in, which was surprisingly smooth. There's still a lot of hardening that needs to happen, but I think that once I get into that mode it will be straightforward to do pretty much the same thing to every file. Plus, I need to make the code a little harder to exploit, which I hope I can get done with a minimum of fuss. Let's just hope I can keep up some of the focus here to make this project FINALLY successful.
Saturday, February 19, 2011
Been WAAAAAY Too Long
Well, it's been a LONG time since I've posted, but we've had a LOT going on here. To give a quick run-down:
Today has been a day about friends and creating games. I've got code in there to randomly find an opponent who's similarly rated (I'm using a modified Elo system for rankings). The idea is that you'll play someone who won't completely blow you away - unless you choose a friend who so far-outclasses you that it's ridiculous. Good thing is that Elo takes that into account and more than 400 point ratings differences tend to result in no change (as the result is practically guaranteed).
Searching for an opponent by their email is almost there as well. I just need to hook up the iOS code to do the query, but the PHP is solid on the back-end. One thing that I haven't done yet and I really need to make sure happens before release is to bullet-proof the PHP back-end. PHP is generally derided for being not-as-security-rich as some other technologies. If you've got pretty confined entry/exit points, though, I think it can be pretty solid. Regardless, in the interest of getting Alpha 4 done and out to testers I've neglected that, but it will need to happen for Alpha 5/Beta 1.
Also thrown into the mix is a new website design. I think I'm getting a lot closer to actually finishing this bloody project and I thought the old design (while state of the art in 2001) has not aged well and was in sore need of replacement. I've gone with a Wordpress front end, but I need to tweak the hell out of it to make it more aligned with my ideas. There are some things that I'm not grokking from the posting/pages side of things with WP, but I'll beat up on it once I'm done with Alpha 3.
So, that's it from here for now. LOTS happening, but hopefully this will be done by May and I can take my paternity leave in the knowledge that I've got my game in the App Store paying for at least some of the diapers we'll need to get.
- The 9-5 got interesting at the end of the year as my contract may have ended abruptly. Thankfully it didn't, but it was still quite a bit of shock that it might have happened.
- The spousal unit got REALLY sick. Sick to the point where she's still on short-term disability from HER job trying to recover. And when she does recover, she likely won't have said job. *sigh* She's been overly prone to illness lately because...
- The spousal unit is PREGNANT! Yeah, trust me - it was a surprise. A wonderful one, no doubt, but a surprise nonetheless. SO much to do and so little time. Due date is May 2nd and his name is going to be Andrew Ximun William. Yeah, we're sort of into two middle names. His big sister is just thrilled that she's going to be a big sister. :)
Today has been a day about friends and creating games. I've got code in there to randomly find an opponent who's similarly rated (I'm using a modified Elo system for rankings). The idea is that you'll play someone who won't completely blow you away - unless you choose a friend who so far-outclasses you that it's ridiculous. Good thing is that Elo takes that into account and more than 400 point ratings differences tend to result in no change (as the result is practically guaranteed).
Searching for an opponent by their email is almost there as well. I just need to hook up the iOS code to do the query, but the PHP is solid on the back-end. One thing that I haven't done yet and I really need to make sure happens before release is to bullet-proof the PHP back-end. PHP is generally derided for being not-as-security-rich as some other technologies. If you've got pretty confined entry/exit points, though, I think it can be pretty solid. Regardless, in the interest of getting Alpha 4 done and out to testers I've neglected that, but it will need to happen for Alpha 5/Beta 1.
Also thrown into the mix is a new website design. I think I'm getting a lot closer to actually finishing this bloody project and I thought the old design (while state of the art in 2001) has not aged well and was in sore need of replacement. I've gone with a Wordpress front end, but I need to tweak the hell out of it to make it more aligned with my ideas. There are some things that I'm not grokking from the posting/pages side of things with WP, but I'll beat up on it once I'm done with Alpha 3.
So, that's it from here for now. LOTS happening, but hopefully this will be done by May and I can take my paternity leave in the knowledge that I've got my game in the App Store paying for at least some of the diapers we'll need to get.
Labels:
alpha,
objective-c,
ottojotts,
php,
server,
testing,
user interface,
website
Saturday, October 2, 2010
Alpha 3 Release
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| The announcement on Facebook! |
As I posted previously, the UI and game play changes for Alpha 3 are pretty good. I've added difficulty levels (making the game a lot easier to actually play), and the UI is cleaner. I've also captured some things and sent it over to a designer friend I'm hoping will be able to help with the graphics and the layout. I feel like there are places where it's pretty good but that there are far more places where it's just clunky and not working at all.
Of course the big thing is that this should let people play a little more frequently as the game won't be quite as impossible as the original. Jotto was a pretty niche product (and my mom and I were firmly centered in that niche), but I think it just couldn't really excel as a game because of it's difficulty. I expect that the game will be much more approachable now and to a wider variety of people.
There is still one thing I need to sort out with the word list, though, which is creating a simple word evaluation page so that people can rate words as Easy, Medium, or Hard. That should help segment some of the much harder words from casual players. I'm hoping that some of my Facebook friends will be able to help parse the list (it's pretty extensive) and provide a basic clumping of words by difficulty. It should be a quick change to the code to enable that in the code.
The next big step (and the next Alpha) will be to have two player games, which entails a TON. I need to get user accounts set up, figure out how to deal with people who change phones but want to keep their information, creating friend lists, getting multiple games working, and, of course, manage the basics of having a server-based game as opposed to a device-based one. Definitely a big challenge, especially the back-end piece. Still, I'm hoping that I'll be able to get it done in time for Christmas - that's my big goal. Hopefully before Thanksgiving - that would be awesome.
So, now that Alpha 3 is out the door, I guess I better get working on Alpha 4!
Tuesday, September 21, 2010
More UI updates and Alpha 3 status
I've been working on the UI layouts for the Easy and Medium difficulty levels. So far it's been going pretty well with the change in direction, so I've got some ideas I need to get feedback on, so if you have an opinion, please share!
The latest version is showing the green and blue boxes around correct answers (green is correct placement). I'm trying to see whether the colors/placement/layout/style seem usable or if it's somewhat unpleasant. I'd like it to be a little more stylized eventually - probably rounded corners and they wouldn't necessarily abut one another - but for Alpha 3 it may be "good enough" to get feedback about the difficulty level game play. The good thing is that things have gone really well with this update. The only thing remaining for functionality is saving/loading and loading old games. The upgrade path has to be supported. I've also considered allowing games of more and less than 5 letters as that's all hooked up on the back-end already. And I'm considering allowing multiple games now, just no more than one game with a particular word length (no more than one 5 letter word game, for instance). Those would be some small updates but might make Alpha 3 a little bigger release.
I was just checking on my list of things that I wanted to do for Alpha 3 and I do have a little bit of work left. What I had on my list to accomplish was the following:
So, if you have any feedback on the UI, please let me know. I think I like it "enough" for the time being to not really worry about it. I'm trying to get this all wrapped up by the weekend so I can get it released and then out to testers. Then it's all two-player games. Wowser!
The latest version is showing the green and blue boxes around correct answers (green is correct placement). I'm trying to see whether the colors/placement/layout/style seem usable or if it's somewhat unpleasant. I'd like it to be a little more stylized eventually - probably rounded corners and they wouldn't necessarily abut one another - but for Alpha 3 it may be "good enough" to get feedback about the difficulty level game play. The good thing is that things have gone really well with this update. The only thing remaining for functionality is saving/loading and loading old games. The upgrade path has to be supported. I've also considered allowing games of more and less than 5 letters as that's all hooked up on the back-end already. And I'm considering allowing multiple games now, just no more than one game with a particular word length (no more than one 5 letter word game, for instance). Those would be some small updates but might make Alpha 3 a little bigger release.
I was just checking on my list of things that I wanted to do for Alpha 3 and I do have a little bit of work left. What I had on my list to accomplish was the following:
- Online Leaderboard
- Player data tracking for game play
So, if you have any feedback on the UI, please let me know. I think I like it "enough" for the time being to not really worry about it. I'm trying to get this all wrapped up by the weekend so I can get it released and then out to testers. Then it's all two-player games. Wowser!
Labels:
alpha,
art,
ottojotts,
testing,
user interface
Saturday, September 18, 2010
Potential change for Alpha 3 UI
![]() |
| Original Jotto (tm) sheet |
![]() |
| Detail of the Jotto (tm) sheet |
On an amusing aside, before the advent of real word processors, my mom and I used to play this game a lot. Unfortunately, we ended up going through a lot of sheets and had an issue where we couldn't play without making sheets of our own. The places where we would normally buy the game didn't carry it anymore (it had sort of petered out in popularity by then), so we were kind of out of luck. There's only so much time you want to spend making tally sheets versus actually playing the game. My grandmother lives in New York (on Long Island) and there was actually a distributor of Jotto there on Long Island.
![]() |
| The notice at the bottom of the sheet |
I'm hoping this new direction will make things a lot easier moving forward. It should simplify the work that needs to be done and only slightly complicates the code (need to figure out which labels I'll be using for the different length words). Beyond that, though, I'm actually thinking I might be able to get this puppy done by Wednesday if things continue going as well as they have. Which they won't, so we're likely looking at Halloween. Here's hoping!
Labels:
alpha,
graphics,
ottojotts,
user interface,
xcode
Friday, September 17, 2010
*headdesk*
I've been working on OttoJotts all night and now I'm starting to get a headache from something I'm trying to do. The plan I had was to change the color of the letters in the word a person guessed to show them which letters were correct (blue) and which were correct and in the correct position (green). The problem is that there doesn't appear to be an easy way to change the color of a single letter without making a single UILabel object (which I don't want to do) - it would separate the letter and make it look pretty funky.
There is a type called NSAttributedString and NSMutableAttributedString which seem to satisfy my needs, but what I need (apparently) isn't available on iOS 4. And while I can create these objects, I can't seem to modify them easily. Or even difficultly. The problem seems to lie in a constant called NSForegroundColorAttributeName (jeez, Apple) that's not declared anywhere but AppKit. Unfortunately, AppKit is not an iPhone/iOS framework - just Mac OS X. So while I can create these things, I can't seem to manipulate them and change colors like I want. *headdesk*
I've got the code working for the new game play for the difficulty levels - that came together surprisingly quickly. I still need to do a little work on serializing (saving/restoring) the data, but for now, within the bounds of a single instantiation of the game, it seems to be working beautifully. I've got a lot more testing on it to make sure it's solid, but so far it's looking good.
Now all I need is to get it to display properly. *headdesk*
There is a type called NSAttributedString and NSMutableAttributedString which seem to satisfy my needs, but what I need (apparently) isn't available on iOS 4. And while I can create these objects, I can't seem to modify them easily. Or even difficultly. The problem seems to lie in a constant called NSForegroundColorAttributeName (jeez, Apple) that's not declared anywhere but AppKit. Unfortunately, AppKit is not an iPhone/iOS framework - just Mac OS X. So while I can create these things, I can't seem to manipulate them and change colors like I want. *headdesk*
I've got the code working for the new game play for the difficulty levels - that came together surprisingly quickly. I still need to do a little work on serializing (saving/restoring) the data, but for now, within the bounds of a single instantiation of the game, it seems to be working beautifully. I've got a lot more testing on it to make sure it's solid, but so far it's looking good.
Now all I need is to get it to display properly. *headdesk*
Labels:
alpha,
debugging,
objective-c,
testing,
user interface,
xcode
Thursday, September 16, 2010
I keep distracting myself...
I've found that when I'm working on things that occasionally I'll focus on things that aren't terribly important rather than getting something working. For instance, I've been working on Alpha 3 and making some good progress - got the entire create new game system reworked and it's acting well. Now I need to start looking at changing the game logic and display to work with the Easy, Medium, and Nightmare modes. And what I did I most recently find myself doing? Taking a snapshot and working on the background for the main game screen.
I mean, the background does need to be completed, but honestly - it can wait until I'm closer to being completed with the game play. It's hard, though, because I know that it needs to be done, it's something I can work on in my mental background, and I'm playing with the colors and layout anyway due to the Easy and Medium play. Still, though - like reading quickly - I sometimes have to remind myself to re-focus on what's important.
It's a little harder with independent projects because I'm not tracking it as closely as I would a project at work. The background IS ugly as compared to the rest of the app now because it's all clunky (as shown to the right). I did ask if the interface seemed non-intuitive and such and got back (from one person) that it seemed fine. I'm hoping that if I can make it a little prettier, use some better images, etc., that I can make it clearer what's being used for what. I need to just make sure that it's not becoming a "high priority" item for me, but rather staying in the background. I know that I'll get it done before I put out Alpha 3 and I'm actually making faster progress than I expected. Still have a couple of changes to make to the data flow to support the additional checks for letters - which ones are right and which ones are in the right position. Sort of brings in some skills I haven't done with Xcode and objective-C, so it'll be a good learning experience. I just hope that I can get it sorted out quickly and back to doing what doesn't matter.
What kinds of things do you do when you're developing to keep yourself focused on the major tasks and not get sidetracked by the "cool" things you still have to do?
I mean, the background does need to be completed, but honestly - it can wait until I'm closer to being completed with the game play. It's hard, though, because I know that it needs to be done, it's something I can work on in my mental background, and I'm playing with the colors and layout anyway due to the Easy and Medium play. Still, though - like reading quickly - I sometimes have to remind myself to re-focus on what's important.
![]() |
| The clunky main game interface screen |
What kinds of things do you do when you're developing to keep yourself focused on the major tasks and not get sidetracked by the "cool" things you still have to do?
Labels:
alpha,
objective-c,
ottojots,
process,
user interface,
xcode
Tuesday, September 14, 2010
Alpha 3 Update (redux)
Things are progressing well on the Alpha 3 front. I've redesigned the create game logic now, so it's a little cleaner in terms of creating single player games (the two player games are targeted for next release). Overall I'm pretty happy - spent about 3 hours and redesigned how games are created, including difficulty level. I've got a weird bug where it's not cleaning up completed games, but in retrospect I need to think about whether I should even do that as I plan on having those available after you finish. At the same time, that might be all server-based, so I'll punt for now and worry about it later.
I've got the levels sorted out for the game (the screen shot to the right shows the difficulty levels available). I still need to get the UI changes in place for the new difficulty levels, but I don't think it will take too long to get that sorted out. Nightmare is easy as it's just a simplification of what I've already got. It's Medium and Easy that are going to require the most revision. I did find out how to do what I want to do with them, which is good. I'm planning on having Easy show you the correctly placed matching letters in green and correct letters but in the wrong position in blue. Everything else will be black. Medium will just show you which letters are correct (in blue), not whether they're placed correctly. Hard will be the game the way it is now and Nightmare will be hella-hard (pun intended).
I'm hoping to make some good progress this week and maybe even have the new version available by next week. That would be just awesome if I can pull it off. Then, perhaps, it's time to spend a couple of months making Alpha 4 with two player games. OooOOooo. Ahhhhhh. Ohhhhhh. (For those of you who went to the Colorado Renaissance Festival when Dextre Tripp was there, it all makes sense; for everyone else, just nod your head.)

I've got the levels sorted out for the game (the screen shot to the right shows the difficulty levels available). I still need to get the UI changes in place for the new difficulty levels, but I don't think it will take too long to get that sorted out. Nightmare is easy as it's just a simplification of what I've already got. It's Medium and Easy that are going to require the most revision. I did find out how to do what I want to do with them, which is good. I'm planning on having Easy show you the correctly placed matching letters in green and correct letters but in the wrong position in blue. Everything else will be black. Medium will just show you which letters are correct (in blue), not whether they're placed correctly. Hard will be the game the way it is now and Nightmare will be hella-hard (pun intended).
I'm hoping to make some good progress this week and maybe even have the new version available by next week. That would be just awesome if I can pull it off. Then, perhaps, it's time to spend a couple of months making Alpha 4 with two player games. OooOOooo. Ahhhhhh. Ohhhhhh. (For those of you who went to the Colorado Renaissance Festival when Dextre Tripp was there, it all makes sense; for everyone else, just nod your head.)
Saturday, September 11, 2010
Alpha 3 Update
It's been over a month since I sent out Alpha 2 and the main comment back from testers was: this game is really hard! I've decided I need to focus for Alpha 3 on adding in game difficulty. It's something I wasn't really planning on doing quite yet (it was going to be after this next release), but I think that in order to get the most feedback and to make the game approachable I need to get difficulty levels sorted out.
There are two main changes I need to make to get it working. The first is that I need to redesign the "create new game" functionality. It's kind of clunky right now design-wise, so I'm going to delve into that and get it cleaned up and segmented a little better than it is. The second is that I need to change the main game screen UI to support the easier levels.
The current UI looks like the image on the right. It's obviously very basic (and not terribly helpful), but the idea is that you find out how many letters from your word are in the computer's word. For TOMBS, none of those letters are in the computer's word. FIRED and GLYPH both share one letter, but that letter may or may not be in the right place. (In case you're wondering, the "Debug" button in the corner will show you the word in case you get stuck - but just in the Alpha games.)
I'm envisioning 4 different levels of game play. The first - Easy - will show you which letters are correct and in the right place and also which letters are correct but not in the correct position. Medium will display which letters are correct, just not whether they're in the right position. Hard will be the standard game - you only see how many letters in your word are correct, but not which ones. And Nightmare (because I do love me some Quake and Doom) will only let you know when you place the right letter in the right position (but won't show which letter). Yeah - nightmare indeed.
This is going to require quite a bit of redesign to the UITableViewCell to display this additional information. Plus, the whole background for the game board is very bland and uninteresting right now - just white with controls on it. I think it makes sense to beautify it a bit so it's not so jarringly different from the rest of the screens. So Alpha 3 will be a significant release. I just hope that I can get it working in relatively short order. I guess I better get cracking on it...
There are two main changes I need to make to get it working. The first is that I need to redesign the "create new game" functionality. It's kind of clunky right now design-wise, so I'm going to delve into that and get it cleaned up and segmented a little better than it is. The second is that I need to change the main game screen UI to support the easier levels.

The current UI looks like the image on the right. It's obviously very basic (and not terribly helpful), but the idea is that you find out how many letters from your word are in the computer's word. For TOMBS, none of those letters are in the computer's word. FIRED and GLYPH both share one letter, but that letter may or may not be in the right place. (In case you're wondering, the "Debug" button in the corner will show you the word in case you get stuck - but just in the Alpha games.)
I'm envisioning 4 different levels of game play. The first - Easy - will show you which letters are correct and in the right place and also which letters are correct but not in the correct position. Medium will display which letters are correct, just not whether they're in the right position. Hard will be the standard game - you only see how many letters in your word are correct, but not which ones. And Nightmare (because I do love me some Quake and Doom) will only let you know when you place the right letter in the right position (but won't show which letter). Yeah - nightmare indeed.
This is going to require quite a bit of redesign to the UITableViewCell to display this additional information. Plus, the whole background for the game board is very bland and uninteresting right now - just white with controls on it. I think it makes sense to beautify it a bit so it's not so jarringly different from the rest of the screens. So Alpha 3 will be a significant release. I just hope that I can get it working in relatively short order. I guess I better get cracking on it...
Monday, June 21, 2010
Surprising Progress
So I got some sleep Friday night after posting up about how crappy I felt. Saturday wasn't bad - I could breathe (mostly) and I had some level of mental alertness. We had an errand to run involving a road trip to Laramie (about 2.5 hours away "by way of the regular highway" (article here and lyrics here). We saw a flyer at Cathy's gymnastics for a dog looking for a new forever home. We called up Susie's mom who agreed to take the dog provided Susie thought it would be a good match. We met the dog (his name is Tank) on Wednesday, thought it would work, and picked him up Friday. Saturday was the hand-off to the mother-in-law in Laramie, so we packed everything up and headed off north. Had a pretty relaxing trip back Saturday night and I crashed pretty hard that night.
By Sunday I was feeling a LOT better, despite being awakened way too early by Cathy (she doesn't quite understand the whole "daddy gets to do what he wants to on Father's Day"). Still, I felt much better Sunday and decided to finish up Dragon Age: Origins (which I did). It was a somewhat hollow victory, though, so I went back a few saves to play a different path through the game. I'll be curious to see what's different about the two paths.
The good thing was by not working on OttoJotts at all on Sunday I was that much more excited about doing it today. I went home for lunch and got some good work in on the game. Makes me wish I didn't need to go back because things were working well. I've got a few screens added at the beginning of the game to allow players to create games. I've done a little bit with the multiplayer stuff, but that's actually not an Alpha 2 item but more like Alpha 4. Still, the basics are there for it. The single player selection is coming together pretty well.
I also touched base with a UI designer to see if she'd be interested and what she'll charge for doing the UI for it. Right now it's pretty cheesy, but it's functional. I'd like this to actually be good (maybe even compete with Words with Friends kind of good) and I know enough about my limitations to know that won't happen if I do it. :)
I've also touched based with Greystripe, a in-game advertiser that does the ads for Words with Friends, and will be looking at incorporating that into the game. That's a later addition as well. Maybe Alpha 3 as Alpha 4 is looking pretty full with the multiplayer games being added.
So, I'm pretty happy with things despite losing an entire weekend (well, one day by choice). I think Alpha 2 release might be this weekend if things keep going well, even if I run into a few bumps on the road. I did realize this weekend that I've been working on this (very) part-time since 29 April. That's kind of scary, actually, but things are progressing. It's just an important personal milestone to get this done and out in the wild. Once that happens, I feel like I can really claim to be an independent game developer. :)
By Sunday I was feeling a LOT better, despite being awakened way too early by Cathy (she doesn't quite understand the whole "daddy gets to do what he wants to on Father's Day"). Still, I felt much better Sunday and decided to finish up Dragon Age: Origins (which I did). It was a somewhat hollow victory, though, so I went back a few saves to play a different path through the game. I'll be curious to see what's different about the two paths.
The good thing was by not working on OttoJotts at all on Sunday I was that much more excited about doing it today. I went home for lunch and got some good work in on the game. Makes me wish I didn't need to go back because things were working well. I've got a few screens added at the beginning of the game to allow players to create games. I've done a little bit with the multiplayer stuff, but that's actually not an Alpha 2 item but more like Alpha 4. Still, the basics are there for it. The single player selection is coming together pretty well.
I also touched base with a UI designer to see if she'd be interested and what she'll charge for doing the UI for it. Right now it's pretty cheesy, but it's functional. I'd like this to actually be good (maybe even compete with Words with Friends kind of good) and I know enough about my limitations to know that won't happen if I do it. :)
I've also touched based with Greystripe, a in-game advertiser that does the ads for Words with Friends, and will be looking at incorporating that into the game. That's a later addition as well. Maybe Alpha 3 as Alpha 4 is looking pretty full with the multiplayer games being added.
So, I'm pretty happy with things despite losing an entire weekend (well, one day by choice). I think Alpha 2 release might be this weekend if things keep going well, even if I run into a few bumps on the road. I did realize this weekend that I've been working on this (very) part-time since 29 April. That's kind of scary, actually, but things are progressing. It's just an important personal milestone to get this done and out in the wild. Once that happens, I feel like I can really claim to be an independent game developer. :)
Labels:
alpha,
ottojotts,
personal,
user interface
Tuesday, August 4, 2009
Rough Few Weeks
I've been working on trying to get the Alpha 1 ready for release to my test team, but several things have blocked me. First was that I was in the process of interviewing for a project manager position with Examiner.com. The position sounded very exciting and challenging, so I thought I'd pursue it. I ended up spending quite a bit of time preparing and interviewing it - longer than I expected - but it was a good choice and I start tomorrow. Yay me.
The second thing is that I ran across some unfinished functionality in the app when I plugged in quests, mana pool regeneration, and leveling up. MP regeneration went as quickly as I expected, which was nice. Quests took a while longer because even though I was able to write the back-end code quickly and had it working where I could test it thoroughly, integrating it took far longer than I expected. Part of it was the UI, which didn't work the way I'd hoped, and the other part was that I ran into some memory issues.
The third and most major of the entire blockage has been my MacBook. I bought a MacBook in November to do iPhone development and it was working fine until just recently. I began seeing major slowdowns - to the point where it was unusable - and had trouble copying files and building properly. I was a bit concerned when I couldn't even boot it up one day. I took it into the store and they think it's a bad HDD so they've ordered a replacement. In the meantime I hit Best Buy and bought a MyBook external HDD (1 TB). I managed to back up everything manually - although I can't actually do a Time Machine backup. :( Regardless, when they replace the drive I can get things working quickly again, I hope.
So, I hope to have things ready this weekend. We'll see how that goes, of course. More to come!
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