Ventures of an ex indie game developer

Oh long tooling

I'd forgotten about the cat of all cats, but thankfully a colleague reminded me:



Ah... can't stop watching...

Today I'll hopefully finish off the last boogs in iOS 8 rotation and UIViewController pushing/popping. One thing that bugs me is that Apple has broken layout compatibility every iOS version. Sure I'm probably doing it wrong according to Apple, but that doesn't mean I'm doing it wrong. I've finally started to appreciate the humongous work Microsoft put into compatibility over the years. Thank you Microsoft, I never understood how good you were at compatibility and I'm sorry I never gave you the recognition. Apple, however, made it their business philosophy to break compatibility. It ensures customers will have to upgrade hardware on a regular basis.

Alienating your developer community is however a very dumb move. Very. The reason is not that developers will change platform immediately. The reason is that you'll open your developer's eyes to new possibilities. And when the next shiny thing comes along, they'll move along. In fact, I now that I think about it, that's probably the main reason Microsoft Windows still has so many developers despite the criticism over the years due to of lack of features, low performance, high prices and high power consumption. Fifteen-year-old proprietary, closed-source, well-written applications for Win32 still often just work. That, of course, is absolutely not the case on Mac and Linux.

Incompatibilities aside, today's the day I'll fix all the bugs. Remains a couple of smallish features and I'm done with the iOS program. Then it's the icon, the splash screen and the App Store review. This is the first time I dread the App Store review, since I both love this software (the previous games I hated) and I feel that the code synchronization feature is a bit of a stretch for Apple's fucking guidelines. For Windows mostly packaging remains: I'll bundle Python 3.4 (32-bit), the IDE, the simulator, some examples, the Python API, etc. For Mac I'm leaning towards not bundling at all, perhaps not even releasing the IDE. At least for the first release, and since world-wide Mac market share is only 8% of Windows' that might not be an issue anyway. Not sure how well operating system market shares translates to game developer operating system usage though.


For the first time in my life it feels really, really good to finish v1.0 a piece of software. I'm proud of it, and I feel very happy and lucky. Ahhh... Should've gone into tooling a long time ago?

About the author

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Gothenburg, Sweden