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Let's finally get the Diamond and Ruby app completed, with a deadline of end of March April. Images are a pain.

name check done

penny image done

diamond image done

ruby image done

icon done

loading image mysterious problem

help pages and images done

adjust for different screen sizes (done properly this time) not proper but done

fix bug where it slows down done

user acceptance testing well, I accept it

prepare for submission, including signing done, app store text and images

submit to app store

accepted by Apple


Images for diamond, ruby and penny are easy. Just grab some images from a Google image search. Well, no. It's a jungle of options, constraints (copyright, inability to take my own photos), decisions and grunt work, including sizing. Will images look different when sized properly? Should the pennies be dull, contrasting with the brilliant gems, or a more visible and normal bright colour (the background is black) or something in between? Anyway, I'm going through a grinding, step by step process. Gettin' there.

Those darn penny images just don't look right once they are shrunk down. Erg. Frustrating. But I'm proud of myself for finding a solution. Pennies are now a uniform, abstract colour (taken from a loonie). This contrasts with the gems, which are not like that. And I don't have to give my credit card to a website.

Rubies are red. Everybody knows that. Well, they're really a mix of red and dark colour, and when you have a small ruby image against a black background, it gets messy. There's a great ruby image out there, but no place to buy it. I'm looking at taking a ruby image and making it more bright in spots, some surgery.

I got over the hump of getting penny, ruby and diamond images. None involved giving anything to a website.

I have four different approaches to hunting bugs:
Look at the most relevant place. If you know you're low on gas and your car stops, look at the fuel guage. No point in wasting time systematically examing all the engine parts.
Systematically examine everything. You really should understand what's going on in your program.
Play it. See if you can gather some evidence, theories to test.
Code breaks. You can stop the code a particular point and find out what the data values are.
In practice I do a combination of these things.

This happens every time I submit an app.
Games and coding are nice, but I'm just not a hardware person and technical specifications just refuse to sit in my mind. Not a fan of software tools either. However, it's time once again to figure out what to do for different screen sizes, before the app is submitted. I've always used code rather than that AutoLayout tool (graphically? programmatically?). Using a bit of code is uncomfortable because I don't know how it turns out on other people's devices. It looks like I'll just put it on the iPhone 5 again, not that big iPhone 6. You determine which device it runs on by .. as I remember it, by which icon or loading screens are used, which is kooky. Icons are 2x, 3x - they don't do a great job of explaining this

You know how you start a new app, and it shows a minimal version of the app before it starts? That's a picture known as a loading screen.

The text for the app store page is not a crisis, but it should be thought through. "This game is addictive." won't cut it.