Posts Tagged ‘iPhone’

So we submitted our first iPhone App. Now what’s next?

January 26th, 2011

a SOULMEN app

You’ll see this branding quite a lot this year. We hope.

We’ve just submitted our first iPhone app to the App Store: Kids’Player. It’s nothing spectacular, just a pretty minimal music player for a small, restricted audience, but still… it’s our first iOS submission, so break out the champagne. (yeah!)

If the review gods find nothing store-shattering, you’ll soon see a button on the product page which you might click (or tap) to rush and download the app for 99 cent apiece. It will make your kids happy, and turn us into insanely rich and famous people. No doubt. So fingers crossed and all, let’s just hope we didn’t infringe on some funny patent someplace or some such some-so some…what.

But wait, there’s more!

(more…)

The Issue with Ulysses and the iPad

May 29th, 2010

Compared to our measurements, we have received like a zillion inquiries lately that asked us when an iPad version of Ulysses will be available. First things first, here’s the answer: We have no clue…

This does not sound too promising, I guess, but let me explain. We are having major technical and/or legal problems. All of Ulysses can easily be realized on the iPhone — except one part: Ulysses’ heart. Semantic text editing.

(more…)

iPhone Apps We Won’t Make, Pt. 1: The Good Vibe

October 11th, 2009

The Good Vibes iPhone App Concept

Today I was skimming through a bunch of iPhone mockups on my desktop and rediscovered some old app concepts. They’re mostly minimal in nature, and if we had the time and resources we would just code them up and try to release them on the App Store for free.

Well, we have neither, so I decided to share some of these ideas on this blog rather than trying to catch a new coder and convince him to create non-profit two-minute distractions. ;)

So here I go, first up: The Good Vibe.

(more…)

Creating Ulysses Mobile

August 7th, 2009

Ulysses Mobile Concept iPhone

When I started work on Ulysses Mobile, I wanted to create a stand-alone writing application for the iPhone/iPod touch. It may have had basic compatibility features with its bigger desktop brother, but I didn’t think of a 1:1 port of Ulysses 2.0 to the small screen.

I wanted to create a writing application tailored to the iPhone, and not just an iPhone conversion of a desktop app.

Of course, I also thought it couldn’t be done anyway. Filters, multiple notes, projects, bookmarks, full-fledged semantic editing with markers and stuff — impossible. Add syncing to the mix alongside Ulysses’ (desktop) system of keeping open and saved versions of each document, and you have an untamable beast of complexity; and uselessness.

See, while I strongly believe people want to write larger texts on the iPhone, I also believe nobody wants to wade through 20 different screens just to annotate a certain part of a chapter on his ride home.

(more…)

Status 002

March 3rd, 2009

plong

Today I’m sharing with you the very first in-game screenshots of our upcoming puzzle game. The above screen shows the level select on a stage currently called “Plong”.

It is, quite obviously, an hommage to what many consider the first real video game, though our rendition has very little in common with the legendary tennis sim.

(more…)

I Don’t Even Know Any Farting Jokes

February 17th, 2009

But I know that this here will not end good in any way. For neither of the two involved.

We’ve had our share of dealing with guerilla tactics in the past. Bad reviews on VersionTracker and MacUpdate, so-called fans of competing applications hijacking “our” review pages in order to promote their beloved app.

My first impulse has always been to go against these types, but then again I didn’t want to spend my time arguing with idiots over advertising disguised as user comments. There’s just no way whatsoever to get to an agreement on that matter. If anything, all you get is bad press and additional downgrading comments from hyped fanboys.

Now, going to court over something like this is just crazy, even if it shows how much money is to be made off the current iPhone market.

Sure blows. Dunno…

[via]

On Prototyping iPhone UI

February 9th, 2009

iPhone real size vs. screen dimensions

One thing to keep in mind when designing an interface for the iPhone: Physical size vs. pixel accuracy.

For the desktop, you can pretty much design an interface based on what you see in Photoshop. If you can barely position your cursor over a button, or if the text is too small to read at 100%, that element really is too small, mind you. If it works at 100%, however, it mostly works for everybody else, even for those crazy types with their 30″ screens.

For the iPhone, however, what you see in Photoshop is almost two times larger than what you will get on the actual device. And to make matter worse, not all fingers are as small, tiny and accurate as that black’n'white arrow pointer we all know and love.

In other words: That iPhone is one damn small device!

(more…)

Status 001

February 4th, 2009

Build succeeded

Dunno about any of you, but there’s not much that beats the excitement of finally seeing a project come to life. Be it the mixdown of some music, starting the photocopier on some written work or sending graphics to the printer… it always (and still) gives me the chills.

(more…)

iPhone Premium Games?

January 30th, 2009

Slide to Play says, Apple will be opening up some sort of “Premium Area” in the Games’ section on the AppStore.

I’m not buying it (haha), but if it’s real, it’s certain to stir up some heated debate. After all, it wasn’t EA or Konami or SEGA who made the AppStore into what it is right now — it was the likes of Demiforce and ngcomo, IIRC…

[via]

Just In Case…

January 27th, 2009

…anybody was wondering if we’re for real. ;)

I know that the image doesn’t show much, but then again there’s not much to show at the moment anyway. However, it’s what I’m looking at right now — a test render for an iPhone game we’re working on.

Yup, that’s a level editor there.


footerflowers