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Company: Infrared5 Location: Wellseley, MA Former Life As a Developer: Flash Developer for several years, developing games and rich Internet applications. For the last couple of years working at Infrared5 in Boston. Life as an iPhone Developer: Currently working on several high profile iPhone apps with Infrared5, and have pushed out a bunch of apps and games on my own. Most notable is Falling Balls, which rose to number on on the free applications list.
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iAttractor What's in This : Deconstructions of two games: Falling Balls, and Gravity Pods, both of which started out as Flash games, some of the UI challenges encountered in porting them to the iPhone, and how those were overcome. Key Technologies: Touches vs. Accelerometer for UI control Creating an onscreen keyboard replacement for fine control Drag and drop onscreen UI elements
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I m a Flash developer from way back and a somewhat recent convert to the religion of Cocoa and iPhone programming. In Flash, I ve always gravitated toward game programming or applications with creative user interfaces and interaction. I was never a huge fan of laying out rows and columns of generic user interface controls and wiring them together to move data around. That s just boring to me. Naturally, when I started on iPhone development, my first few projects were attempts to re-create the kinds of things that I d done in Flash. Now, most of the tutorials you find out there on iPhone development show you how to use Interface Builder to lay out various UI components and how hook them up to display some data, so I figured I d use this chapter to talk about the more unique interfaces that I ve always found much more interesting. In particular, I m going to use examples from two games that I originally created in Flash and later ported over to the iPhone. If you re not coming from the Flash world, don t worry; this chapter is not about porting Flash games to the iPhone. It is about the challenges involved in creating nonstandard user interfaces on the iPhone, some of the problems you might run into, and some ideas on how you might go about solving them. These challenges can be seen as falling into three broad areas: The first challenge area has to do with the hardware that the iPhone lacks, notably the keyboard and mouse. Yes, you can call up a software keyboard, but that is strictly for entering characters into a text field. You are not going to use the W, A, S, and D keys on that keyboard to move a character around the screen, as you would in many desktop and web games. And yes, taps and touch screen gestures can fill in for a lot of mouse functionality, but as you will see, there are some big differences there too.
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CHAPTER 8: Falling Balls and Gravity Pods
The second challenge is keeping in mind the capabilities the iPhone does have that your usual desktop computer doesn t. This includes the multitouch screen and accelerometer, as well as things like touch gestures swipes, pinches, and so on. While gestures with the mouse have been attempted now and then over the years, they ve never really caught on. Perhaps it s the coordination required to move, press, make a gesture, and release. A finger swipe on the iPhone s touch screen, however, is the most natural thing in the world. It s important to keep all these new features in mind when building your user interface. The third, and perhaps most challenging, area is in not misusing what you do have to make up for what you lack. You need to avoid things like the overused shaking gesture when the gesture makes no sense for the function it is performing or using actions the user would never dream of doing, like a three-finger double-tap (yes, I ve seen it done). The whole idea behind these new, more physical and tangible input methods is to use them to make a user interface that works in the same way that real-world objects work. You might need to explain how to do a particular action one time, but this should result in an exclamation of Ah! Of course! and never Hmm . . . OK, I better write that down. In this chapter, we ll look at how some of these challenges presented themselves while developing my Falling Balls and Gravity Pods games and look at some of the solutions I attempted and finally settled on.
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