Everybody was buzzing with excitement yesterday morning. A flurry of Twitter comments scrolled by all throughout the morning and the afternoon. You could taste the iPad in the air (OK, almost). Shortly after the unveiling, people divided themselves in to two camps: the iPad haters, and the iPad defenders. Each of them was intent in convincing [...]
Buy Flower Garden This Wednesday To Help Haiti
As part of Indie+Relief, all proceeds from Flower Garden this Wednesday will be donated to Haiti through Doctors Without Borders. Encourage your friends to buy Flower Garden for a good cause! That includes in-app purchas[...]
Making A Living (Barely) On The iPhone App Store (aka The Numbers Post)
The App Store is a very hit-driven environment. A few apps sell a large amount of units, and the great majority sell next to nothing. That’s somewhat similar to the music industry, except that the audience for music is[...]
Flower Garden Now An Apple Staff Favorite On The App Store Worldwide!
Aparently Santa came to town a little later this year. Or maybe it was the Reyes Magos (also bit late). In either case, I woke up this morning to find a very nice present waiting for me at my computer: Apple featured Flo[...]
All About In-App Purchases Part 4: iTunes Connect
We’re used to going through the approval process for binaries, but in-app purchases are a bit different. Here’s some of what I learned going through this for Flower Garden. Purchase States When you first create an in[...]
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All About In-App Purchases Part 2: Selling The Goods
The last entry about in-app purchases left off with the products correctly displayed on the store and ready for purchase. Let’s push that buy button! Purchasing a product The store is fully populated, the items are displayed and, if all goes well, the user presses the buy button. What now? At this point I check that in-app purchases [...]
All About In-App Purchases Part 1: Displaying Store Items
Ever since Apple announced OS 3.0 with in-app purchases, I knew I had implement it in Flower Garden. The concept of in-app purchases fits very well with the idea of a flower shop where virtual gardeners can purchase extra items for their gardens. It was just a matter of justifying the time necessary to implement [...]
Data-Oriented Design (Or Why You Might Be Shooting Yourself in The Foot With OOP)
Picture this: Toward the end of the development cycle, your game crawls, but you don’t see any obvious hotspots in the profiler. The culprit? Random memory access patterns and constant cache misses. In an attempt to improve performance, you try to parallelize parts of the code, but it takes heroic efforts, and, in the end, [...]


