I love Apple’s services and I love to embrace them as much as I can. However, they definitely are not without their own issues. File storage is an interesting one with iCloud. With many of the file sharing and storage cloud based services out there we are presented with a typical file system structure. Drop all your folders/files into one folder and it’ll sync across all your devices that use the same service. You browse your files and open a file with whatever appropriate software you have installed to view the file.
Yes, you read that correctly. iFriends. More specifically I need more friends or people I know using iPhones. Better yet, Apple needs to open up and build applications for people to take advantage of the several services they offer. I’m tired of having an empty iMessages history. Tired of only having one friend who can use FaceTime with me. I’m tired of having no one to share photo streams with. Apple offers amazing services, but unless you and your circle of friends and family own Apple products you really don’t get to use these amazing services.
Within C# we have access to a String class from .NET which is full of helpful string manipulation methods. Many other languages have their own forms of a String library and Objective-C is right there with those languages with its NSString class. While NSString is very useful I do find it odd from time to time the naming or usage of certain methods to accomplish tasks. For example, within any .NET based language, such as C#, I have access to a handy method called String.Contains. It’ll return a true or false depending if the the string you pass as a parameter is within, or contained, within the main string object you call this method from.
It has been awhile since I last mentioned anything about my first iOS game, Annuli. I can say that the game is now fully functional from start to finish, albeit a rather hard functional game. I have the main menu and game over layers in place.
So what is left? I still have Game Center integration, local score storage, settings layer, how to play layer, and then graphics overhaul and audio. Most of this list won’t take long at all. It is the graphics overhaul and the creation of audio that will take me the longest time.
I have no set end date but have been and will continue to work on this game everyday until finished.
I’ve been using iOS since it was first released back in 2007 and over time I have seen it grow and mature into an amazing mobile OS. Of course, that does not mean it is perfect. Not everything can be thought up of and/or fixed early on. Over time I have mentally started building a wish list of changes and figured I’d share them with you. As you will notice some/many of these are mostly just to allow the user to keep screen real estate and reduce duplicate usage.