Monthly Archives: June 2016

Episode 97 – More Than Just WWDC 2016 Videos

This week we follow up on Apple’s app subscriptions. We also discuss Joist’s departure from Toronto, laying off 60 employees. We discuss our favorite WWDC 2016 sessions.
Picks: Raspberry Pi Zero, Pi GRRL Zero Parts Kit – Includes Pi Zero V1.3, How to undo (almost) anything with Git, The Children’s Illustrated Guide to Kubernetes, Lightweight Generics in Objective-C, Swift Playgrounds – Teacher’s guide, App Development with Swift

Correction: there are approximately 100,000 Swift apps on the App Store, not 10,000 as we stated in the recording

To debug your views in the console enter:

po [[UIWindow keyWindow] recursiveDescription]

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extension WWDC2016: MTJCPodcast, Episode96

This past week was Apple’s WWDC 2016. We met midweek to discuss our initial impressions of the Keynote, Platform State of the Union and a few of the sessions that we were able to see. We had a chance to look at the betas for macOS Sierra, iOS 10 and Xcode 8. Picks: Swift Playgrounds on iPad, API reference, App Review Guidelines (The Comic Book), Optimizing App Startup Time

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Episode 95 – Batman & Rubin

This week we follow up on Apple Pay. Our #askMTJC spawns questions about getting a start in freelance, bootcamps for Android, expectations of Xcode 8 and does host Mark Rubin have a personal Twitter account. We dive in and discuss Apple’s newly announced App Subscriptions, Shortened Review Times and Paid App Search Ads. Jaime introduced WWDC Friends. We also discuss our WWDC wish list. Picks: Motion Stills by Google, Android iPhone Case, Oslo Coding, Creating and Distributing iOS Frameworks

Osmo Coding iPad Pro 12.9 vine

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Episode 94 – Objective-C for Swift Developers

This week we discuss the rumoured OLED display bar for the MacBook Pro line. We follow up on Mekorama, Mekorama Forum and Twitterrific’s Tip Jar. We discuss Apple Pay initial role out in Canada. We cover the Swift 3.0 Preview for developers. We discuss naming classes in code as well as delegates vs observers. Picks: MTJC T-Shirts Update, NSCache, Jazzy and Hyperdev

Tim’s conversation with Martin Magni
> How did you build it? Unity?

I wrote it from scratch in C and used the (open source) Bullet Physics library.
> Did you do all the work, art, music?
Yes. I’m a bit of a jack of all trades 😉
> What made you decide on pay what you want?
I wanted to try IAPs. But locking features down would hurt the game. Especially given its create and share functionality, which benefits from having many users contribute content. PWYW “solves” these issues and seems relatively untried in the app stores.
> We talk about devs charging decent money for their work. How has the IAP performed. Not to be to specific. Are you happy with the result?
I charge exactly what the app is worth to you, couldn’t get more decent than that.
Are people paying? Some. (Thank you!) Am I making minimum wage? No. Will I survive? Yes, I’m extremely frugal.
> What cause the app to tip? Was it marketing, interviews, luck?
Would it be presumptuous of me to suggest that the quality of the game played a role? Making it free helped too.
> How long did it take? Were you working on it exclusively?
I’m a full time indie dev. I worked exclusively on the game for almost a year and a half.
> How are your other apps doing, do you have any?
My first game (in my current solo constellation) was 2015’s Odd Bot Out. It’s pay to play and has done better than Mekorama (so far).

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