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Ask News.YC: iPhone development
13 points by allenbrunson on Jan 23, 2008 | hide | past | favorite | 26 comments
I have the utmost respect for you folks who hang out here at this site. I've been online for 20-plus years, since I bought my first modem in 1985; news.yc has the highest signal-to-noise ratio of any online hangout I've ever encountered. However, I'm not really interested in web-based software development, so that's relegated me to being a distant observer here.

What I AM interested in is MacOSX and the iPhone. especially the iPhone. I bought one shortly after they debuted, and it's the best consumer electronics device I've ever owned, bar none. I've never once been tempted by any other miniature computer-type devices, PDAs, etc, until this one came along, and now I can't imagine life without it.

As you are all no doubt aware, Apple is set to release their iPhone SDK next month. I want to develop software for the iPhone. Does anybody here want to collaborate?

I've developed one big MacOSX project in Cocoa, detailed here:

http://www.platinumball.net/pineapple/news/macosx/

and a bunch of smaller projects for my current employer, which I can't show you, because they're proprietary. I am fairly decent at Objective-C and the MacOSX frameworks, but I suck at user interfaces. Mac users are very picky about how their software looks and works, and I'll be the first to admit I can't live up to those expectations. I can write everything else pretty well, though. My particular strengths are multi-threading and TCP/IP networking.

Here's an idea I had. I really loved the networked multi-player Hearts game that was bundled with Windows 95. It allowed up to four human players, each one sitting at his own computer. If you didn't have four people who wanted to play, it had really excellent robot players built-in, that could fill up to three of the seats. It would be cool to recreate that game, where the four players could each be using a Mac OR an iPhone. If it's popular, it could be expanded to other card games, and Windows and Linux clients.

It's just an idea, though. I'd be just as happy to help implement somebody else's idea, if it's a good one.

Who else here is contemplating iPhone development?




I was going to write this: http://www.amazon.com/none-CAR190-Labyrinth/dp/B00000ISLL

but I realized I don't have the required skills in: Cocoa, performance, accelerometers, game code, tuning, usability, Objective-C, iPhone SDK, coding, testing

Will someone write this? I guarantee I will buy it.


It exists, and it's (surprise) called Labyrinth: http://labyrinth.codify.se/


And to allay fears further down this thread, yes, the accelerometer is way sensitive enough for the game.


I wonder if the accelerometer is precise enough for that-- it seems to have a slight delay when changing orientation, but that could be lag in the software.

I'd certainly be cool, though.


I have already seen this on an iPod Touch. Unfortunately I don't remember the name of the game.


given the accelerometer built-in to the iphone, that's an excellent idea. and it would probably be less work than mine, which is going to be a whole lot of coding.


Go for it. For bonus points, start a blog about writing it. Build your own iPhone development community. I'll gladly beta test it too.


It's on my list of things to play around with.

My pal Jonathan Zdziarski has written a book about iPhone development that O'Reilly will publish soon. Should be a good read.


already? did apple give him a sneak peek at the sdk?


No, he's doing it based on the open source (i.e. hacked) iPhone. He was involved in the 'jail break' stuff.


I'm also very interested in iPhone app development and think casual games such as Hearts have great potential in a mobile environment.

Why not write it as a web app? That way you won't have to port to Win/Linux and you can develop for iPhone already. Using WURFL you could also make the app available to other mobile devices.


As the iPhone stands, with a web app your user interface options are limited to onclick(). No drag, no drop, no respond to the touch to give feedback, nothing until until the finger is removed and you get the click.

Compare this to just the first few seconds of iPhone experience...

  1) Press button to turn on. (no buttons for you)
  2) Slide to unlock. (no sliding for you)
  3) Enter unlock code, notice how the buttons highlight as you touch them. (no highlighting for you, no click feedback)
  4) Touch an icon to run it, notice the feedback highlight (no highlighting for you)
  5) Kept my finger down too long, icons are now jiggling (not for you, no notion of how long the finger was down)
I took that limit as a challenge and wrote a sudoku player that is designed for click-only. I enjoy the interface more than the traditional web sudokus to the point where I won't play them anymore, but it is limited. I don't support marking (I don't mark) and cheating is trivial (I don't cheat), but within those constraints it is a peaceful user experience.

http://sudoku.lunarware.com if you want to peek


Finally a sudoku that is fun! When I played it, it just filled in the correct numbers wherever I clicked. Solved the puzzle in no time - I feel so smart now ;-)


i've never heard of WURFL before, so i googled it, and it sounds interesting. not really up my cup of tea, though. i think you can get a much richer user experience by writing native Mac and iPhone apps, which i intend to do.


Hopefully the SDK will let you do lot's of nifty stuff like pick who you want to play against from the contacts or detect gestures. Plus the app can work offline, the major downside to iPhone/iPod Touch apps.


i'm not sure how you could pick a network player from your list of contacts. you need to establish a tcp/ip connection; how do you go from a phone number to an ip address?

my idea was to use udp broadcasts to detect other people on your local network who are running copies of the game. if you want to play against somebody who's not on your local network, you'd have to enter a hostname or ip address.


Or have a centralized server, a la Xbox Live, Battle.net, etc. If users of the game "sign in" to the server, than anyone can connect to anyone.

Plus, your phone's contacts typically have iChat contacts associated with them, so if done well, the system could match up based on phone number and/or ichat screen name, and be able to find mobile and desktop clients of your friends.


I've been putzing with my iPhone for a couple of weeks now. I'm messing around with OpenGLES, UIKit, and the accelerometer.

Does anyone out there know how to get multitouch input in an objc app? I don't want to sit around experimenting with the crap in UIKit/ to figure it out.

You should implement your idea!



I love GUI design.

The mobile-safari web-app I built: http://poptakeout.com

Contact me through wademeredith.com if you need a graphic designer. (I can provide more design examples, as well.)

I've been wanting to do some native-mac stuff for a long time.


Would love to see more samples.. See my userinfo for what I'm working on...


that's very pretty! i'll send you an email, once i get some other stuff out of the way today


poptakeout looks very professional and clean!


We are doing IPhone development. Its a web app. To the best of my knowledge, there is no official SDK available (yet) to build native IPhone apps. Is there any specific reason why you want to build a native app?


Perhaps building a framework to make networking games easier would be fun for you?


i've already got all the networking code ready to go. would anybody here use such a framework?




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