Tag Archives: indie developer

My Top 8 Favorite Albums of 2016

5 Jan
2017

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My Top 8 Favorite Albums of 2016 Spotify playlist

 

#8

Porches – Pool

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(Standout tracks: Underwater, Mood, Hour, Shaver)

 

#7

Kings of Leon – Walls

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(Standout tracks: Around the World, Find Me, Reverend, Over)

 

 

#6

Frank Ocean – Blond

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(Standout tracks: Ivy, Solo, Nights, Futura Free)

 

 

#5

Radiohead – A Moon Shaped Pool

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(Standout tracks: Daydreaming, Decks Dark, Ful Stop, Identikit)

 

 

#4

Metronomy – Summer 08

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(Standout tracks: Old Skool, 16 Beat, Mick Slow, Night Owl)

 

 

#3

Young the Giant – Home of the Strange

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(Standout tracks: Amerika, Elsewhere, Repeat, Art Exhibit)

 

 

#2

Local Natives – Sunlit Youth

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(Standout tracks: Villainy, Masters, Mother Emanuel, Everything All At Once)

 

 

#1

Kid Cudi – Passion, Pain, & Demon Slayin’

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(Standout tracks: By Design, Rose Golden, Baptized in Fire, Cosmic Warrior, The Commander)

 

(Top 8 Favorite Albums of 2015, 201420132012)

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July Mobile App Development Report

2 Aug
2015

July was an all over the place month in app development land. Worked on new apps and updates to previously released apps, and then there were even some updates to updates. This is what happens when I develop without a clear organized plan…..

During the beginning of the month I worked on my new relaxation app. I continued tidying up the UI that I’ve been working on previously, and then I started implementing logic. As I was deep into development logic I released that I may not be able to finish this app this year because I’m not sure if I’ll be visiting a beach this year. No, that’s not a typo or a mismatched sentence. I really want to incorporate beach sounds in this app, and I want it to record them myself like I’ve done for various other sounds that will be in this app. This app will have a heavy focus on sounds and I want the sound of the beach & ocean to be a segment of it. So the conclusion of this little tangent is that I’ve decided to stop development on this app until I’ve gathered and edited all of the main sounds for this app. I’m still really interested in working on this app and I can’t wait to release it, but I feel like I would prevent a lot of backtracking if I have one of the main focus points of the app finished before I get too deep into implementation of rules, attributes, and other developmental aspects.

During the middle and end of the month I worked on several updates to previously released apps. Some of them were minor and some of them were more substantial. Gift Wrap Difference, Light Up The Tree, & Zompy Jumpy all received 64-bit support updates which also decreased loading times. Right after the Light Up The Tree update was released I realized that I needed to fix a couple of links within the app. So I quickly fixed those issues and published another update which is currently waiting on review with Apple. After the Zompy Jumpy update went live I realized that I forgot to include a pre-typed hashtag within the tweet feature. I know it’s a very minor mishap that can even be added or deleted by any user, but I’m really into minor details. Usually the minor details I may revisit pertain to graphics, sound, or code, but this time it was a preloaded tweet. Yea kind of ridiculous, but I should have noticed it during the initial update I did this month. If I would have been more patient I could have avoided these two back to back updates. The latter two updates were minor but they were still time consuming in a month were I didn’t have much app dev time to consume. I’ve learned my lesson from these mishaps though and hopefully I’ll avoid these similar situations in the future.

In July I also worked on the Fireworks Showeator 1.4 update. More info on the update itself and the reasoning behind a part of it can be found on the linked post. Fireworks Showeator also received a minor iOS update after version 1.4 went live that was similar to the additional update that I submitted for Zompy Jumpy.

Last month I also finished my newest game. It’s a quick fast paced arcade game that I initially created during a space themed game jam. After the game jam I put it off for a while and went back to working on other apps. I recently decided to revisit the game, finish it, and release it on the Apple App Store. I may end up including the main gameplay of this game into a larger game in the future so I want to see how it’s received by the public. Most of the game has been finished for a while, but in order for me to feel fine with releasing it on the App Store I wanted to add a leaderboard and fully test it on different devices. So in July I incorporated Game Center leaderboards, added a main front screen to prepare players for the challenge, and then I tested it on different devices. The game has actually already been in front of you multiple times, but it’s just waiting on August 8th…..that’s a really lame inside joke that will make more sense when it’s released….

I recently quit a job that wasn’t related to my two separate ongoing careers (healthcare & app development) so things are going to start ramping up even more in app development land for me. My career focus is to stay on track with my two different paths, any other work is kind of a waste of my time, and I really don’t like wasting time. Anyways, I’m really excited about working on various new apps and sharing what I’ve been working on! I think I’ll start incorporating more images in these post too. I’m a visual person and I know a lot of other people are too. I’m excited about my healthcare career that’s been going well too, but this site isn’t about that. Back to the mobile apps. Until next time ∞

February Mobile App Progress Report

11 Mar
2015

Usually I write these posts during the first week of the month, but March is becoming an extremely busy month inside and outside app development like February was. Here’s an overview of what I accomplished in app dev land during February.

  • During the beginning of February I worked a little bit on my numbers game I’ve been working on. I finally decided on an art style to use for it, and I started making changes to the main graphics to reflect that decision. I’m very pleased with how it’s looking and playing so far. I can’t wait to eventually jump back into development on it, which will be after I finish a couple more updates in March.
  • Speaking of updates, the rest of February was filled with iOS updates that included 64-support, and some of the apps received additional features. The first app I updated with 64-bit support was Ultra Soccer Match Soundboard. It recently received a few improvements in prior updates so for this update I just focused on 64-bit support for iOS.
  • Jumbo Egg Hunt 2 received a 64-bit support and faster load time update. I also implemented full screen support on this update so now there are no wide black bars on the Apple versions.
  • Word Owl’s Word Search Kindergarten, First Grade, Second Grade, & Christmas editions all received updates in February as well. All of these updates included 64-bit support, faster load times, themed loading icons, and…..universal support! Previously all four of these apps were iPad only on the Apple App Store, but now they’re playable on newer iPhone & iPod Touch devices. Click here to read more about the Word Owl’s Word Search app updates.
  • I also worked on the awesome Ultra Retro Game Soundboard 1.4 update in February. This update included 64-bit support(iOS only), a favorites feature, full screen support, a themed loading icon, and new custom backgrounds because the original custom ones weren’t retro enough. The iOS version of the update was released in February and the Android(Amazon & Google Play) versions were released in the first week of March.

So yea February was packed with updates, and March has been also dedicated to updates so far. I didn’t have a lot of development time in February, but I worked hard when I did have it, and I tried to work as efficiently as possible. Some of the things taking up my time outside of app development are really important so I wouldn’t be upset if I didn’t get much done. However, I’m pleased and surprised with the amount of work I did in February given the small amount of time I had to do it. Until next time ∞

January Mobile App Progress Report

5 Feb
2014

I’ve decided to start writing a post after each month were I kind of outline the progress I made in that month, and maybe also briefly write about what I’m working on in the current month. These posts will mainly be focused on what I worked on in the previous month though. Let’s do this…….

January was a super busy month that went by quickly.

  • I worked on and published several ports. I won’t be going into detail about which specific apps and what specific app store yet, but I’m interested in seeing the outcome of this once everything goes live. In total I submitted eight apps and all of them were eventually approved. I ran into some problems with a couple of them, but I was able to resolve those issues somewhat quickly. More specific details on all of this later……
  • I also worked on and completed a couple of app updates this month. Lightspeed Bit Bit received another performance improvement update to take advantage of newer devices. Jumbo Egg Hunt received some aesthetic updates for retina resolution iOS devices.
  • I made a rough schedule of what specific apps I would like to release this year. I have several app ideas, but I’ve narrowed my focus down to six for this year that I’m hoping to complete and release.
  • A fellow developer who’s working on some artwork for one of my games made some progress. This app isn’t currently one of the six apps faintly mentioned above, but it could be swapped for one of them or maybe even added to the list if time permits.
  • I started working on a neat medicine app that’s filled with useful information for those interested. I’ll be continuing to work on it this month and hopefully finishing it……

Results from My First Facebook Ad Campaign

12 May
2013

Shortly after the release of Jumbo Egg Hunt 2 I decided to try promoting it with ads on Facebook. After researching the possible outcomes, and analyzing the process and costs, I decided to set up three separate ads for this one app.  This was my first ad experience on Facebook, but their process was very easy for me to understand and I was able to quickly set up targeted ads.

I only spent $22.36 but my ads had a combined campaign reach of over 90,000 in 12 days. The campaign reach amount is the number of unique users that saw the ad. The total number of ad impressions was over 190,000. I wish the CTR(click-through rate) would have been better, but considering my total amount spent, I’m still satisfied with the number of clicks received. I decided on having a small budget for each campaign since I was mainly using this as an experiment to test the waters of advertising on Facebook. I know some people absolutely avoid clicking on ads even if the product or service interests them. So there’s actually a good chance some people may have checked out the app without clicking on the advertisement.

I decided to post the graphs and data below for other independent app developers and/or anybody else that might be interested in advertising on Facebook. If you have any questions or concerns feel free to contact me. I don’t disclose downloads/sales so please don’t ask about those numbers. Overall, I’m satisfied with my results, and I will consider setting up ads on Facebook again in the future. Well, its Mothers Day and I’m about the to meet up with my awesome mom & grandma so that’s it for this post. Happy Mothers Day to all the other wonderful moms out there!

JumboEggHunt2 Apple Facebook ad1

This ad targeted 80,182,460 people:
who live in one of the countries: United States or United Kingdom
who are in the broad category iOS/Apple (All) (Mobile users)

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JumboEggHunt2 Amazon Facebook ad1

This ad targeted 102,620,020 people:
who live in one of the countries: United States or United Kingdom

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JumboEggHunt2 Barnes&Noble Facebook ad1

This ad targeted 1,106,560 people:
who live in the United States
who like #Barnes & Noble Nook

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