Category Archives: iOS Development

Luna Soul

This iDevBlogADay post is about Luna Soul, the game I made during the game jam at the 360iDev conference last week. The Conference I really want to keep this post short, so I won’t go into too many details about … Continue reading

Posted in Game Design, iDevBlogADay, iOS Development | 6 Comments

Engineering An Update – Part Two

Recap I wrote a post last week about my struggles and dilemmas while creating the new Trainyard Engineer Update. This week I’d like to talk about what I actually did in this update. I’m not going to get too technical, but … Continue reading

Posted in App Store, Game Design, iOS Development, Trainyard | 6 Comments

Engineering An Update – Part One

I’m finally back doing iDevBlogADay after many months away. This post is the first in a two part series about my struggles and successes while creating the new Trainyard ”Engineer Update”. A promise Never promise anything. Seriously. Ok, well at least never promise … Continue reading

Posted in App Store, iDevBlogADay, iOS Development, Trainyard, Workflow | 28 Comments

Thoughts on the iCade (and on using it with Flash games)

I got an ION iCade a few days ago. This post is about my thoughts on the iCade, and also on how to use it with Flash games. The iCade So the basic idea with the iCade is that it’s … Continue reading

Posted in Flash, iOS Development | 8 Comments

Introducing EasyIPA

This post is different from the usual struct.ca fare: it’s focused on Flash instead of iOS, and it gets a little technical. Consider yourself warned. Flash to iOS For the past week I’ve been playing around with the Adobe AIR … Continue reading

Posted in Flash, iOS Development, Workflow | 35 Comments