James Montgomerie’s World Wide Web Log

How We Made a Trailer For Our iPad Game Without Spending Any Money

Coolson’s Artisanal Chocolate Alphabet, our iPad game, has been out for almost a month now! (You should buy it before it goes up in price on Friday :-).

This is the first of hopefully at least a couple ‘behind the scenes’ blog posts about its creation. This one’s about its trailer video, and how we made it on a budget of $0 1.


Coolson’s Artisanal Chocolate Alphabet

Look, it's Ice Coolson!

What a week it’s been. What a few months, really!

If you’ve been following on Twitter or this blog recently, you’ll know that my wife Emily and I have been working on an iPad game. We’ve been testing it for a month or two with a great group of people, who have been a great help (thanks to all of them).

The game, Coolson’s Artisanal Chocolate Alphabet, is now done, and available to buy (that was a hint). We’re really pleased with how it turned out.

Easy Xcode Static Library Subprojects and Submodules

In which a method is presented for reliably building static libraries with subprojects in Xcode, and it is suggested that this method, combined with Git submodules or other similar mechanisms, provides the best way to share libraries, frameworks, or other code between projects.

I’m sure I don’t need to tell you that it’s a useful thing to be able to share code between projects. On the small end of the scale, you might have created some nice views, or text processing classes, and want to be able to include them in multiple apps. On the larger end, perhaps you produce …

Slides From "An iOS Developer's OpenGL Primer"

In October 2011 I gave a talk at the inaugural NSScotland conference in Edinburgh entitled “An iOS Developer’s OpenGL Primer”. It was an attempt to introduce iOS developers to the world of OpenGL by starting with what must be happening - pixels being displayed on screen - and working up through the layers of abstraction to UIKit. I wanted not to “teach OpenGL” (that could take up a lecture series…), but to make OpenGL seem understandable by explaining away the magic.

I promised then to put the slides online and, almost half a year - and one iOS release - …

Thoughts on iOS Content Purchase

I’d like to take a moment to talk about Apple’s new policy on paid ‘content’ in iOS applications. If you don’t live in the Apple bubble I live in, let me explain: Esentially, all apps that allow users to comsume pay-for content (magazines, music, books etc.) must allow the user to buy access to that content in-app, using their iTunes account. For this, Apple will take 30% of the retail price of the content. Content can also be sold outside of the app, via whatever means you can think of (books on your web site, an newspaper subscription bought via…