Actually, we're kinda there. Apple has approved the iOS version, and Google (reportedly) automatically vets the app before letting you launch it. So I think all that remains is for me to click the launch buttons on each site at just the right time (i.e. guess) to make them appear to the world simultaneously. And then...hope for the best?
Tomorrow morning, I'll likely do this pretty early in the day. And once I've verified they both launched, I'll begin sending announcements out on all channels.
Hey Folks! Hope everyone had a good weekend. Mine was quieter than expected, largely due to the app status. There's little to do right now on NEO Scavenger mobile except to wait for Apple to verify the latest build.
Apple reviewed NEO Scavenger's release build, and found a flaw. They're saying it has in-app purchases but lacks a "Restore Purchases" button. The thing is, we have an "IAP Restore" button for this, but it's on the Main Menu->Options sub page. So it's unclear to me if they missed this button, don't like the name, or if the button needs to be moved. I've replied to their message for clarification, but it could be a while before they reply.
Hey Folks! Sorry for the news lapse yesterday. After taking care of some more administrative-type tasks, I decided to quit early and watch Rogue One. Not bad. Not bad at all! And K2SO had me laughing within minutes of the opening :)
Getting ready to launch the mobile version here! So far, no major bugs have been reported, and it's still looking like this is the one. So I spent the whole day working on marketing materials. That means things like:
Hey Folks! Hope everyone had a good weekend. I think we finally got around to relaxing this weekend. Instead of running around doing errands and heavy-lifting, we hung around the house, visited the beach, and ate yummy food. Nice! (And I also rekindled my interest in Factorio, which is good, too!)
Hey Folks! I was a good boy and tackled some mobile bugs today. The website had me distracted for a bit, but with that stabilized for now, the next priority is to get this mobile beast out the door!
The first fix involved crafting page swiping. When the user picked up and dropped an ingredient, then switched to quick recipes and tried to swipe, things got weird. Ingredients would all be moved around and sometimes ghosted when they returned to that tab.
The BBG website is back online, stumbling from its cryo pod like a hapless amnesiac. Only instead of a hospital gown and amulet, this website's got some fancy new duds. And new tricks!
First of all, we now have a newsletter! At the bottom of most pages, you'll now see a sign-up form for the BBG newsletter. In it, you can specify whether you want to get email updates about NEO Scavenger, the upcoming Space Prototype, or both. (Or neither, I guess.)
Hey Folks! Hope everyone had a good weekend. We ended up doing a lot of yard work for some reason, including climbing a 22' ladder into a giant tree, and digging up some bizarre concrete lamppost base with trash can lid bird bath on top. It had crumbled and rusted beyond use, and currently sits against our back fence as a monument to the past century of homeowners.
Hey Folks! A bit more work today on the new game title and logo, while Tiago swept-up the remaining mobile bugs.
Tiago was able to figure out a bug in the demo that caused paragraph breaks to be ignored. It turns out this was not only due to platform-specific line ending characters, but also the way git converts them on check-in/out. As if line endings weren't complicated enough, we now have git to worry about :)
Hey Folks! Spend the entire day working on bugs with Tiago. He's been handling a handful of the more system/OS-oriented things, while I've been fixing more data-related and UI stuff. The good news is that we think we have pretty much all of them solved already, or at least know how to solve without much work!
One thing not officially on the list, though, is item fidgety-ness. After finishing my bugs, I decided to take a look at this because I was struggling with item placement on mobile.
Hey Folks! Rough day today. I spent the better part of it wrestling with Apple's app-signing process, and only managed to get it working early in the afternoon.
Tiago's instructions were actually clear and pretty easy to follow. It was some of the XCode setup that was harder to figure out. (Largely because it requires setup unique to each user and environment.) A big part was learning to navigate the endless sea of XCode menus and options for build config, and I also needed to spend a few hours flailing around in my certificates and provisioning profiles.
Hey Folks! Hope everyone had a good weekend. We were up in Victoria, BC for a few days for Rochelle's license exam. And while there, we stayed with Tobyn's family. Tobyn was my boss when I first joined BioWare, and was part of BW's "old guard." We stayed up late several nights in a row reminiscing and talking game design.
Good news, everyone! I was finally able to compile the iOS on my own laptop today!
If you've been following these posts over the past 12 months, you've probably seen me gripe about not being able to compile NEO Scavenger Mobile for iOS. PC is easy. Android is easy. (And doable on a PC!)
But iOS? NOooooo. You need an Apple running a certain version of OSX and XCode and provisioning/certificate gobbledygook. And even then, XCode doesn't really work with Haxe out of the box, so some finagling is required.
Hey Folks! Today was mostly a mobile day, as Tiago submitted his latest test build. It included his fixes for loading URLs and swiping.
So far, the fixes seem good! I was able to load websites in the browser (even PDF manual link worked), and the link to rate the game opened directly in the app store instead of a browser. The only thing left there is to setup the rating request to happen at a good time, and only one time.