Showing posts with label Iphone. Show all posts
Showing posts with label Iphone. Show all posts

Thursday, October 9, 2014

Stream Torrented Movies Without Jailbreaking Your iPhone/iPad

 
MovieBox is an iOS app where you can browse through a bunch of popular movies and tv shows and then start streaming them right away. From there, you can select the quality of the stream you want, then start watching. While MovieBox doesn't require a jailbreak, it does require a workaround to install it. Here's what you need to do:
 
First: Go to Settings >> General >> Date & Time. Deselect Automatic and change the date to September 16th
Second: Open Safari and visit this page http://www.pgyer.com/moviebox
Third: Tap the green button to install Movie Box
Fourth: Open MovieBox after it has installed and tap Trust on the developer notice
Fifth: Return to Settings >> General >> Date & Time and switch back to Automatic
 
{source: lifehack}

Saturday, July 28, 2012

Direct Download URLs for Stanford's Free iPad and iPhone App Development Course



You might be wondering why I'm posting the direct download URLs for the Stanford U's Developing Apps for iOS course lecture videos when they're already available on iTunes. Well, these URLs come in handy when you don't have iTunes installed on your PC or Mac, and more importantly it allows you to resume your failed downloads (tested working on Firefox).


19. Automated Testing (December 6, 2011) - HDSaturday, January 14, 2012 7:34 AM

Designing Multimedia iOS Apps (December 2, 2011) - HD

18. iCloud Demo (December 1, 2011)

17. iCloud (November 29, 2011) - HD

Smule (November 18, 2011) - HD

16. Action Sheets, Image Picker, Core Motion (November 17, 2011) - HD

15. Modal View Controller/Test/Animation/Timer (November 15, 2011)

Building Apps that People Want (November 11, 2011) - HD

14. Core Data Demo (November 10, 2011) - HD

13. Core Data (November 8, 2011) - HD

Time Profiler (November 4, 2011) - HD

12. Persistence (November 3, 2011) - HD

11. Core Location and MapKit (November 1, 2011) - HD

10. Blocks and Multithreading (October 27, 2011) - HD

9. Table Views (October 25, 2011) - HD

Introduction to AVFoundation (October 21, 2011) - HD

8. Controller Lifecycle & Image/Scroll/WebViews (October 20, 2011) - HD

7. UIToolbar and iPad Apps (October 18, 2011) - HD

6. Multiple MVCs and Segues (October 13, 2011) - HD

5. Protocols and Gestures (October 11, 2011) - HD

Xcode and Source Code Management (October 7, 2011) - HD

4. Views (October 6, 2011) - HD

3. Objective-C (October 4, 2011) - HD

Debugger (September 30, 2011) - HD

2. My First iOS App (September 29, 2011) - HD

1. MVC and Introduction to Objective-C (September 27, 2011) - HD

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Thursday, July 28, 2011

Coming Soon???: Tiny Tower Costumes


The amazing costumes you see above may or may not be coming soon to Tiny Towers so don't get your hopes up just yet :)

{image by marshmonkey}

Thursday, June 23, 2011

Tiny Tower FAQs, Strategy Guide, Tips and Tricks

Posted below are some Tiny Tower tips and tricks I've collected all over the interwebs to guide you in building floors, stocking stores and operating elevators in Tiny Tower.


What if tiny digital people could live inside your phone? 

They would need a place to live and work...

Something like a tiny tower building underneath the glass!

Tiny Tower is the latest freemium game from Nimblebit (of Pocket Frogs fame) that lets you build a tiny tower and manage the businesses and bitizens that inhabit it!

★Make money to build new types of floors and attract bitizens to live and work inside.
★Special events and VIP visitors will earn you special perks as you build your tower towards the clouds.

★Customize the look and placement of each floor and the bitizens that live in them, and upgrade your elevator.
★Game Center integration to let you see your friends towers, back up your game and earn awards.
★See what is on your bitizens' minds by peeking at the "BitBook" virtual social network for your tower!

Bitizen costumes are coming soon! Woot woot!
How To Play The Game

You build your 1st residential floor and your 1st production floor, move in your first bitizen and give them a job. You earn coins by having your bitizens get to work and creating items to sell. You spend those coins on building more floors and eventually your tower will be sky high.

Godzilla not included

Tiny Tower Google Docs Spreadsheet (Business Type, Business Name, Stock Item, Amount, Restock Time)



{source: sooz of toucharcade forums}

Tips and Tricks

#1 The fastest way to get coins is to grind until you get 50 tower bux, then buy the 100k coin package. With around 1 hour of gaming time, it is possible to get 30+ tower bux and 6 floors.

#2  Bitizens will never move out on their own. Employee skill levels affect how big of a discount you get on restocking products.

#3  The more bitizens working at the businesses, the more products you can sell at once and the more money you earn.

#4 Always fully staff a business before moving to the next one. Always have ample residential floors.

#5 You get tower bux for doing various tasks during the game which can fast forward any stock/build time you have.

#6 Match the jobs you assign to Bitizens to their job-skill ratings. Don't shy away from evicting Bitizens whose skills don't fit into the vacant floors you have.

#7 For an initial boost, save up 50 cash and trade it for 100,000 gold. Instead of spending cash to speed things up initially, sacrifice your first day's gameplay by waiting for constructions and restockings to complete by themselves, while transporting Bitizens on elevators manually to hoard up your bux.

#8 To help with the above... get into a habit of saving cash! Bored of transporting Bitizens up and down the elevator? Multi-task out into a game of NBA Jam, lap of Real Racing 2 or match of First Touch Soccer and come back while your floors are being built or items are being restocked.

#9 Make sure all of your shops' three employment-slots are filled with skilled workers. Keep your floors fully stocked with items before logging off or taking a break, letting you sell maximum stock while away. If you're 15-20 stock away from hitting empty on a Level 2 or 3 item, consider spending Cash to restock it fast before logging off.

#10 Plan your next move. You will usually have more unemployed Bitizens in your hotel than working ones initially, since only 3-slots exist per store. Decide which shop you want to open next and invite only Bitizens with that particular skill-set to stay at your tower while you save up gold for the next floor.

Monday, May 4, 2009

How to become an iPhone developer in 8 easy steps


1. Buy a Mac
You'll need one with an Intel-based processor, running the Leopard version of MacOS X. It doesn't have to be a top of the range model, though. Ethan Nicholas wrote iShoot on a banged-up old MacBook with 1GB of memory, knackered Wi-Fi and an Ethernet port that needed to be wiggled around to get it to work. The machine did however, afford him the maneuverability he needed: "most of my available development time involved holding a baby on the couch so my laptop was better suited to the task."

Peter Scott, CTO at Connect2Media suggests Mac Minis, "they are more than powerful enough, small, easy on desk space when you already have PCs, three LCD monitors and a bunch of devices. They are also easy to move round, developers can take them home at the weekend if they want to continue to work."

2. Down the SDK (software development kit)

"Apple provides the free SDK for iPhone development from their Developer site," explains Stuart Varrall, Creative Director at Fluid Pixel. "This includes everything you need to get going, including the development environment Xcode, the iPhone Simulator for testing, performance analyzers, interface builders and the full documentation reference library."

3. Learn Objective C

This is the primary programming language for iPhone development. "It's an extension of C to include object-orientated principles," says Varrall. "It has scripting elements to it, so is easier to pick up than some languages and anyone with programming experience should be able to transfer their skills."

"Here's a short history of Objective C," offers Scott, "It was born out of Smalltalk which was a very early Object Oriented Programming language developed in Xerox PARC (where Window/Mouse computing really begun) and as a consequence was heavily adopted by Apple since as early as the Lisa. Smalltalk is very similar to C."

"Objective C was actually created by Next Computing owned by a certain Steven Jobs. When Jobs returned to Apple, he sold Next to the company and so Objective C became the main development environment for the Apple Mac. It is liked because in similar ways to Java, it deals with many of the problematic parts of programming…. It's nice, simple, hides the complexities of the hardware away from the developer and deals with (on the whole) the major cause of programming issues in C and C++ which is memory leaks."

All well and good, but what's the best way to actually pick up the language? "This really depends on where you are starting from," explains Scott. "If you are proficient in C/C++ or Objective C then the learning curve is in getting to grips with the APIs of the iPhone - the best place to start is the iPhone developer site. If you need to learn the programming languages themselves then the best place to start is a beginners book, actually the For Dummies series is very good for this. Also look at one of the many free tutorials online - Googleing 'objective C tutorial' throws up many places to get these."

"The official Apple SDK has a wealth of detail along with examples of implementing various features," adds Varrall. "The Apple developer forum is rapidly growing to be the best place for specific questions or to get further clarification on something". He also mentions that iPhone supports Open GL ES which allows heavy optimization when working in 3D. So if you're thinking beyond a scrolling shooter or Tetirs clone, you'll need to look into that as well. Also, many professional studios write their games in C++ rather than Objective C, especially if they're planning to port the code onto other platforms such as N-Gage of Xbox Live Arcade.

4. Start writing something!

Forget theory; forget mastering Objective C with your first attempt. Just set yourself a project and start working. "I knew nothing about Objective C, Cocoa, or OpenGL prior to starting iShoot. In fact I barely even knew C," admits Ethan Nicholas. "I hadn't really touched it in a decade. I was a Java programmer for twelve years and it was quite an adjustment moving from a nice safe language like Java to one where a single misplaced byte can instantly crash your program."

Nicholas' first aim – and this is more or less standard procedure in the development community when presented with a new platform – was to get something to appear on the screen. "The first thing I worked on was the ground. I wanted to create a destructible landscape with falling dirt. Since I had no idea how to load textures at that point, and had just grasped the basics of Objective C and OpenGL, my dirt "texture" was just solid white. So the first thing I got onscreen was just a white rectangle that represented the ground. My wife was fortunately tolerant enough to understand my excitement at getting anything, even just a simple white rectangle, on the screen.

"By day two, my featureless white rectangle had morphed into a properly textured landscape and most of the dirt-destruction code was working. By the end of the first week I had a tank on the screen firing shots randomly, blowing holes in the ground. When I finally got it on to an actual phone and not just the simulator, I found that it only ran at one frame per second, so I had some considerable optimization work ahead of me."

If you can't face starting out on an original project, however, Varrall suggests a couple of modification tasks. "The SDK actually comes with a whole host of sample projects that cover most aspects of development. So the best place to start would be to take one of those and reverse engineer it and work out how it has been constructed. You can then build on these by adding new features and create your very own game very quickly."

5. Sign-up as an official developer
If you plan on releasing your masterpiece at any point, you'll need to sign up with the iPhone Developer Program. The Standard cost is $99, and it involves agreeing to Apple's terms and conditions, and signing and returning the contract. Even if you're nowhere near completing the project, you'll need to sign up in order to test your code on an actual iPhone rather than an onscreen emulator. Once you're on the Developer Program you're sent a certificate, which allows you to pair up with an iPhone device.

6. Prepare for a few weeks of work…
Depending on the time available, and your level of programming knowledge, developing an iPhone game can mean as little as a couple of months' work. "Including learning Objective C, Cocoa, and OpenGL, I spent exactly six weeks on iShoot," says Nicholas. "The hardest part was adjusting to an unsafe language... after twelve years working in Java, it's very difficult to get back into the proper mindset for debugging crashes. I had one memory corruption issue where it turned out that literally only a single byte was being corrupted, and it didn't cause the program to crash until several minutes after the corruption occurred. It took me three days to find that one…"

The professional studios I spoke to provided similar time frames, though they involved teams rather than lone coders. "KamiCrazy took three months to develop part-time, so could be done in a month full-time," reckons Varrall, who used three programmers, one artist and a producer. "The programming was focused on the most part into making the robust engine that drives the game and included the level editor, allowing the levels to implemented with ease. This means that this technology can be re-used and future titles could be turned around in less time. The art took three weeks in total to produce."

7. Submit your app to Apple
Okay, this is the big one. "Finished games have to be submitted to the App Store using the same interface as music producers use," explains Varrall. "It's a straightforward process of zipping up the file, uploading it with a description, a large and small icon, and screenshots. If everything is alright then it usually takes Apple a week to approve the content and it finds itself in the store. If there is a problem, such as obvious bugs or Lite apps that are mentioned as demos or aren't fully featured, then this can take longer to review and ultimately reject. In this instance you can fix the issue and resubmit as many times as you like."

"Any iPhone developer will tell you that the provisioning and code signing is a pain, but once I had that sorted out the submission process was trivial," agrees Nicholas. "Fill in the fields, wait a few days, eagerly anticipate your first sales report... and then watch everybody completely ignore your app as you sell fewer than 20 copies a day. iShoot wasn't exactly a resounding success in the beginning…"

8. Adapt, market and survive!
The work doesn't finish once you've made it onto App Store. As it's unlikely you'll have your own in-house QA department, some bugs and design issues may only surface when hundreds of gamers get their hands on the code. Consequently, it may be necessary to submit several alterations.

And as Nicholas mentioned, don't expect an immediate response to the release – App Store is an open market, featuring around 20,000 applications and 2,000 games. To get noticed, you'll need to build a buzz around the game: engage with the development and gaming communities, start a blog about the programming process, produce screenshots and mail out press releases to iPhone news sites like Pocket Gamer, Touch Arcade and FingerGaming. And, of course, utilise social networking sites like Twitter, Facebook and Bebo.

{source}