<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:blogger='http://schemas.google.com/blogger/2008' xmlns:georss='http://www.georss.org/georss' xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-2790851512427900299</id><updated>2024-11-08T08:53:16.864-08:00</updated><category term="zengaku"/><category term="development"/><category term="history"/><category term="interface"/><category term="marketing"/><category term="app"/><category term="kakuro"/><category term="lite"/><category term="price"/><category term="release"/><category term="review"/><category term="sales"/><category term="sudoku"/><title type='text'>Redshirt Labs</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://blog.redshirtlabs.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default?redirect=false'/><link rel='alternate' type='text/html' href='http://blog.redshirtlabs.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Tom Gwozdz</name><uri>http://www.blogger.com/profile/17523613468371135218</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>11</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-2790851512427900299.post-9160003700700465165</id><published>2011-03-06T10:42:00.000-08:00</published><updated>2011-03-06T10:42:37.936-08:00</updated><title type='text'>What are we doing next?</title><content type='html'>This is a question that we&#39;ve been struggling with quite a bit. &amp;nbsp;Should we keep adding more features to Zengaku? &amp;nbsp;Would a new platform such as the iPad, or Android make sense? &amp;nbsp;What about some of the smaller platforms where we wouldn&#39;t get lost in the noise? &amp;nbsp;The WebOS looks interesting and RIM holds a special place in our hearts since it&#39;s just down the road and a number of our ex-coworkers are there now. &amp;nbsp;Even one of the original Redshirt&#39;s works at RIM. &amp;nbsp;But the platform seems to be a bit dense to &lt;a href=&quot;http://blog.jamiemurai.com/2011/02/you-win-rim/&quot;&gt;penetrate&lt;/a&gt; and we&#39;re not hearing great things about the opportunities for small independent developers. &amp;nbsp;But that&#39;s probably a whole other blog post.&lt;br /&gt;
&lt;br /&gt;
Some of us are very excited by the idea of doing independent mobile games, others feel like productivity applications would be more rewarding. &amp;nbsp;Coming to a decision is pretty difficult. &amp;nbsp;There are benefits to both approaches. &amp;nbsp;Games don&#39;t require a lot of support and maintenance and if you make a popular game you can build on that popularity and revenue with a new version 2 or 3 of the game and customers generally are good with that as long as there is enough of a new experience. &amp;nbsp;However productivity or utility applications seem to have different expectation. &amp;nbsp;Our friend, Barry, the maker of LiveCams had told us in the past that support and maintenance were a major part of his overhead of selling his application. &lt;br /&gt;
&lt;br /&gt;
However games are very hot and cold and require a real creative spark to be done well. &amp;nbsp;We&#39;re all pretty much dedicated software developers, but we&#39;re not known for our artistic abilities, or our familiarity with Photoshop. &amp;nbsp;None of us have built a real game before. Zengaku is a pretty simple game really. &amp;nbsp;Any new game we might create will likely be a significant departure from this genre. &lt;br /&gt;
&lt;br /&gt;
With a productivity or utility application you can have more opportunities to build the business beyond just the mobile market and sales are generally steadier. &amp;nbsp;A productivity product usually will have a longer shelf life as well. &amp;nbsp;Plus you get the satisfaction associated with knowing that the work you&#39;ve done is going to help someone get something accomplished easier, or more quickly than they could previously. &amp;nbsp;It&#39;s a hard choice, but we seem to be settling in on a direction for now.&lt;br /&gt;
&lt;br /&gt;
Games FTW! &amp;nbsp;Regardless of our personal&amp;nbsp;deficits we all really enjoy games and are pretty charged up by the challenges in developing game software. &amp;nbsp;Also gaming provides a relatively simple business model with &amp;nbsp;a potentially better chance of success since a lot of small games have done quite well in the mobile marketplace by providing a fun, engaging and unique twist on a familiar gaming&amp;nbsp;paradigm. &amp;nbsp;Also given Zengaku&#39;s recent growth in popularity we&#39;ll be providing more frequent update to that game to see if we can get it up to where we believe it&#39;s true sales potential should be.</content><link rel='replies' type='application/atom+xml' href='http://blog.redshirtlabs.com/feeds/9160003700700465165/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blog.redshirtlabs.com/2011/03/what-are-we-doing-next.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default/9160003700700465165'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default/9160003700700465165'/><link rel='alternate' type='text/html' href='http://blog.redshirtlabs.com/2011/03/what-are-we-doing-next.html' title='What are we doing next?'/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/04154895668601672962</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2790851512427900299.post-8617234768860059983</id><published>2011-02-26T15:40:00.000-08:00</published><updated>2011-03-06T08:29:19.426-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="development"/><category scheme="http://www.blogger.com/atom/ns#" term="interface"/><category scheme="http://www.blogger.com/atom/ns#" term="zengaku"/><title type='text'>Complexity and Version 1.3</title><content type='html'>&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;&quot;&gt;Our latest update to &lt;a href=&quot;http://itunes.apple.com/ca/app/zengaku/id363650912?mt=8&quot;&gt;Zengaku&lt;/a&gt; is out the door and actually moving pretty well by our usual standards. &amp;nbsp;No one is breaking the bank just yet, but sales have been steady for the past week, which is nice.&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;&quot;&gt;We thought we&#39;d share a bit about the things we found while working on this latest release. &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;&quot;&gt;&lt;b&gt;Backwards Compatibility:&lt;/b&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;&quot;&gt;We&#39;ve been trying very hard to ensure that older devices will continue to be able to allow our 10&#39;s of faithful users to play on their ancient iOS devices. &amp;nbsp;In particular one of our developers/founders still has a 1st generation iPod Touch device running iOS 3.1.3 . &amp;nbsp;It&#39;s been great for backwards compatibility testing. One issue we had was with our new back and settings buttons. &amp;nbsp;The new buttons are simple images without any text. &amp;nbsp;In our testing we found that the images were rather small so there were a lot of missed touches. &amp;nbsp;I got frustrated more than once while trying to get into the settings screen. &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;&quot;&gt;The fix was pretty simple. &amp;nbsp;We just had to adjust the size of the bounding rectangle around the button. &amp;nbsp;This &amp;nbsp;stretches the image out to fill the rectangle so we used IB to inset the image in smaller bounds inside the touchable area. &amp;nbsp;However good old iOS 3.1.3 devices don&#39;t seem to adhere to such settings from IB. So even though newer devices worked like a charm and looked great we had one device where the gear used for our settings button was a tad oversized.&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;&quot;&gt;The solution to this new problem was again simple enough, just a bit of a pain really. &amp;nbsp;What we&#39;ve done now is created the image and the button as separate objects on the view. &amp;nbsp;The button is completely transparent and our image is sized and placed under the button. &amp;nbsp;This gets us better touch sensitivity and backwards compatibility. &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;&quot;&gt;&lt;b&gt;Small Features Mean Big Increases in Complexity:&lt;/b&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;&quot;&gt;We added a number of small features in the 1.3 release including a game timer, a settings screen, social bragging, landscape orientation, sorted notes and automatic option removal. &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;&quot;&gt;None of these features on their own were particularly complex, but one in particular ended up causing a number of bugs and taking a lot more effort than we&#39;d originally thought. &amp;nbsp;Can you guess what feature that was? &amp;nbsp;It was the game timer. &amp;nbsp;You&#39;d think that would have been simple right? &amp;nbsp;It&#39;s a timer that counts how long you took to finish a game. &amp;nbsp;How tough could that be?&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;&quot;&gt;Well it turns out that it&#39;s a fair bit tougher than you&#39;d think. &amp;nbsp;You have to think about the logic for calculating the time it took. &amp;nbsp;We had to ensure that the timer was still counting time even though you might not have turned it on. &amp;nbsp;So you couldn&#39;t just turn on the timer at the end and make it look like you finished the game in almost no time. &amp;nbsp;We also had to make sure that if you left the game screen to view the options menu, read the help docs or just exited out to use another application the timer wouldn&#39;t keep counting. &amp;nbsp;Seem simple enough except that there&#39;s a few different way to determine each of these transitions in iOS. &amp;nbsp;The modal dialog we use for our settings is different than hitting the back button which is different than hitting the home button or the lock button. &amp;nbsp;We had the added problem of the file format used to save games wasn&#39;t previously saving the game time properly. &amp;nbsp;We&#39;d had the idea of timing games from day one, but we&#39;d never written anything that actually worked properly until now. &amp;nbsp;So games you&#39;d started previously might have quite odd times now. &amp;nbsp;We corrected for that by updating the version on our file format so that if we detect a game that was saved with the older file format we&#39;ll assume the time is 0 and upgrade the file format. &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;&quot;&gt;The timer caused other issues in that once you won the game we had to make sure that the time you could brag about via Twitter or Facebook would be correct as well. &amp;nbsp;Because our implementation of the time storage wasn&#39;t and probably still isn&#39;t particularly sound we had been re-calculating the time when you were on the win screen. &amp;nbsp;This meant that any time that passed between you completing the puzzle and hitting the brag stone would show an increase in time. &amp;nbsp; This too was addressed in our last update out just this week after being approved by Apple. &amp;nbsp;One other little timer related tweak in our last update was to include the time on the win screen. &amp;nbsp;It was obvious pretty quickly that including that on the win screen was an oversite that needed to be corrected. &amp;nbsp;You did all that hard work to finish the puzzle quickly and then you don&#39;t get to see the time being recorded. &amp;nbsp;Silly us.&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;&quot;&gt;&lt;b&gt;Interface Builder is loads of Fun:&lt;/b&gt;&lt;/div&gt;&lt;div&gt;The interface builder is a nice tool and does help with the initial layout and prototyping a UI very quickly. &amp;nbsp;However it seems that the more that we had to tune our UI to suite the needs of our desired gameplay we found the tool to be lacking. &amp;nbsp;Anytime you need to actually need to deviate slightly from the default behaviour you have to jump back into good old objective C. &lt;br /&gt;
&lt;br /&gt;
Not that coding is a particularly painful or foreign activity for us, but it seems like the tool&#39;s promise is greater than its delivery. &amp;nbsp;It would be nice to be able to tweak the touch responses of UIButtonView&#39;s without having to create our own custom buttons views in code. &amp;nbsp;But there was no option for us to easily modify the existing buttons to allow us to respond differently to a press and hold and a press using the standard controls. &amp;nbsp;Also with the increased importance of handing multiple orientations in an application. It seems like something that the IB should support is the ability to prototype the landscape and portrait orientations for a single view controller and provide some simple animations for the components to transition between the 4 possible orientations. &amp;nbsp;In stead we had to mock up the landscape view and then collect the co-ordinates of all the different elements and provide the code to translate them at runtime.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Conclusions:&lt;/b&gt;&lt;br /&gt;
&lt;a href=&quot;http://itunes.apple.com/ca/app/zengaku/id363650912?mt=8&quot;&gt;Zengaku&lt;/a&gt; 1.3.x has so far been a very, very successful release for us. &amp;nbsp;For some reason we&#39;ve seen improved traffic for both the paid and free versions over the last 3 weeks. &amp;nbsp;We&#39;re not sure if it&#39;s the new, price, the fact that its a sale, or if the added puzzles and retina images had anything to do with it. &amp;nbsp;So far the timer seems to be getting better and we&#39;ve only heard of a couple of issues from our users. &amp;nbsp;The Twitter and Facebook integration was at least simple to add, but hasn&#39;t been used extensively so far based on searches we&#39;ve done. &amp;nbsp;It&#39;s too bad that more people aren&#39;t making use of those features and following Redshirt Labs on &lt;a href=&quot;http://twitter.com/#!/redshirtlabs&quot;&gt;Twitter&lt;/a&gt;, or Zengaku on &lt;a href=&quot;http://www.facebook.com/pages/Zengaku/106836919353105&quot;&gt;Facebook&lt;/a&gt;. &amp;nbsp;We&#39;d love to have more interacting with our user base so we could better understand where the game could and should be going. &amp;nbsp;However with the improved overall reception we&#39;re pretty encouraged and a bit reinvigorated. &amp;nbsp;We should be providing more incremental UI improvements over the coming weeks and I&#39;m thinking that an iPad version is starting to make a lot more sense. &amp;nbsp;Maybe in time for the actual launch of the new iPad 2. &lt;br /&gt;
&lt;br /&gt;
But one thing we&#39;ve learned is that small features or changes have a effect on complexity that is orders of magnitude above the complexity of the feature itself. &amp;nbsp; The other thing we&#39;re learning is that advertising is a complete waste of time. &amp;nbsp;We&#39;ve not spent one dime on advertising in the past 3 weeks, but have seen a sustained improvement in our downloads that we&#39;ve yet to really explain. &amp;nbsp;However we&#39;re extremely happy to see the improvement. &amp;nbsp; Keep playing! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;
&lt;/b&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://blog.redshirtlabs.com/feeds/8617234768860059983/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blog.redshirtlabs.com/2011/02/complexity-and-version-13.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default/8617234768860059983'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default/8617234768860059983'/><link rel='alternate' type='text/html' href='http://blog.redshirtlabs.com/2011/02/complexity-and-version-13.html' title='Complexity and Version 1.3'/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/04154895668601672962</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2790851512427900299.post-980380653706029384</id><published>2011-01-26T05:40:00.000-08:00</published><updated>2011-01-30T11:09:05.290-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="development"/><category scheme="http://www.blogger.com/atom/ns#" term="zengaku"/><title type='text'>Reducing the Scope</title><content type='html'>We really wanted to put a lot into this next release of Zengaku. &amp;nbsp;We&#39;d had a number of ideas for features to do and we were really excited by the idea of native iPad support since the larger screen would make game play better for the full size puzzles in particular. &amp;nbsp;However a lot of things have happened since our last release. &amp;nbsp;Not least of all was the fact that we all lost our jobs. &amp;nbsp;Then some of us left town in search of work, others have taken up at a real startup rather than our little side project. &amp;nbsp;Finally some have just lost interest and would rather spend their free time on other things. &amp;nbsp;So our resources have dwindled and our attention has been divided. &amp;nbsp;Recently I had my first child which also reduced my energy and free time. &amp;nbsp;The core red shirts is now numbering 2. &amp;nbsp;Maybe 2.125...maybe. &amp;nbsp;So something had to give. &lt;br /&gt;
&lt;br /&gt;
A quick analysis of our installed user base shows us that only about 4% of those who&#39;ve downloaded Zengaku are playing it on an iPad. &amp;nbsp;That&#39;s a pretty small base to be targeting a good chunk of our effort. &amp;nbsp;In fact when you do the numbers our iPhone version is actually also probably not worth the effort. &amp;nbsp;The Zengaku.com site is probably used more regularly by more Zengaku lovers than all our iOS sales combined. &lt;br /&gt;
&lt;br /&gt;
However that type of calculated analysis isn&#39;t exactly what Zengaku is about and we will produce an iPad version soon. &amp;nbsp;But hopefully the new features will be enough to drive a few more sales and make that effort &amp;nbsp;make a bit more sense financially. &amp;nbsp;We also would really like to create some other applications on the tablet, smart phone, desktop and web front that we&#39;ve been rattling around for a while but have not had the time to prototype while trying to get this update complete. &lt;br /&gt;
&lt;br /&gt;
But on the brighter side we&#39;ve added a number of great features in this upcoming release we think you&#39;ll enjoy. &lt;br /&gt;
&lt;br /&gt;
&lt;ol&gt;&lt;li&gt;Support for multiple orientations and locking an orientation if you so desire.&lt;/li&gt;
&lt;li&gt;A clock to time your gameplay.&lt;/li&gt;
&lt;li&gt;A chance to brag about your time via Twitter or Facebook.&lt;/li&gt;
&lt;li&gt;A mechanism to easily share your love of our little application with your friends and followers on either Twitter or Facebook.&lt;/li&gt;
&lt;li&gt;A lot more puzzles to chose from including a set of Jumbled Mini Puzzles.&lt;/li&gt;
&lt;li&gt;Jumbled Mini Puzzles where there are 6 digits still, but each puzzle could use a different 6 digits from 1-9.&lt;/li&gt;
&lt;/ol&gt;&lt;div&gt;We learned a lot in this release. &amp;nbsp;We spent a lot of time dealing with the limitations of the Interface Builder and the dangers of integrating 3rd party libraries. &amp;nbsp;We also learned about some of the difficulties in supporting devices that are still running older iOS versions. &amp;nbsp;Luckily some of us have such devices so we discovered these issues in our own testing. &amp;nbsp;Hopefully you&#39;ll appreciate the work we&#39;ve done here and support our application with rave reviews and sharing the Zen with your friends and family. &amp;nbsp;We&#39;ll keep working to make the application better as long as there are Zengaku lovers out there.&amp;nbsp;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://blog.redshirtlabs.com/feeds/980380653706029384/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blog.redshirtlabs.com/2011/01/reducing-scope.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default/980380653706029384'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default/980380653706029384'/><link rel='alternate' type='text/html' href='http://blog.redshirtlabs.com/2011/01/reducing-scope.html' title='Reducing the Scope'/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/04154895668601672962</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2790851512427900299.post-6524411958106055666</id><published>2010-09-26T20:31:00.000-07:00</published><updated>2010-09-26T20:31:37.903-07:00</updated><title type='text'>The BIG new features in version 1.2 is: MINI PUZZLES!</title><content type='html'>Shortly after we released Zengaku, we realized that the puzzle game could be a bit much for a lot of people when they first looked at it. &amp;nbsp;We thought hat if we provided some good help information and some hints that would be enough to get them over the initial shock of looking at that blank puzzle screen. &amp;nbsp;However we soon found that these things just weren&#39;t enough. &lt;br /&gt;
&lt;br /&gt;
Our review from App Safari was the last straw. &amp;nbsp;It was a very positive review. &amp;nbsp;And we&#39;ve been very appreciative of that. &amp;nbsp;The one bit of criticism they had was that the puzzles were a bit too much for the reviewer. &amp;nbsp;Who even stated that they were no number puzzler and never actually finished a game. &amp;nbsp; This made us sad. &amp;nbsp;;-( &lt;br /&gt;
&lt;br /&gt;
So we decided at that point that our new number one feature was going to be a smaller version of the original game that would allow new players a chance to sharpen their skills a bit before taking on the challenge of larger puzzles. &amp;nbsp;Our puzzle generation specialist set about tweaking things to see what we could do. &amp;nbsp;So we created a number of puzzle boards that used the numbers 1-6 rather than 1-9 like the larger version do. &lt;br /&gt;
&lt;br /&gt;
I&#39;m actually not a big number puzzle fan myself. &amp;nbsp;My wife is the one who usually tests out our new puzzles for me since it just isn&#39;t really my thing. &amp;nbsp;But the with the mini-puzzles that changed. &amp;nbsp;They didn&#39;t take me as long to work through in general. &amp;nbsp;But we&#39;ve got a couple of permutations that are still crazy hard. &amp;nbsp;But that&#39;s good too.&lt;br /&gt;
&lt;br /&gt;
I just realized we never published this post and we should have. &amp;nbsp;I&#39;m righting that wrong now.</content><link rel='replies' type='application/atom+xml' href='http://blog.redshirtlabs.com/feeds/6524411958106055666/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blog.redshirtlabs.com/2010/09/big-new-features-in-version-12-is-mini.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default/6524411958106055666'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default/6524411958106055666'/><link rel='alternate' type='text/html' href='http://blog.redshirtlabs.com/2010/09/big-new-features-in-version-12-is-mini.html' title='The BIG new features in version 1.2 is: MINI PUZZLES!'/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/04154895668601672962</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2790851512427900299.post-8715576445951696081</id><published>2010-05-16T06:27:00.000-07:00</published><updated>2010-05-16T06:27:54.373-07:00</updated><title type='text'>To Redshirt or not to Redshirt?</title><content type='html'>So I&#39;ve been thinking about our company name the last couple days. &amp;nbsp;There has been an upsurge in violence in Thailand where some protestors called the Redshirts have been causing a bit of a ruckas. &amp;nbsp;The reason for the blog post is just to clear up the lineage of our name. &amp;nbsp;I doubt anyone that knows us personally or who&#39;d read this blog (since they are probably a fully overlapping ven diagram) would suspect that we knew about the other usages of Redshirt before we were formed. &amp;nbsp;Although some people have politely (playfully) pointed out the overlapping name recently. &lt;br /&gt;
&lt;br /&gt;
The connotation for us is directly linked to our general nerdiness. &amp;nbsp;As nerds who play too much WoW and get way too excited about the next Apple product or will argue for hours about the merits of Java vs C++ or how much the use of square brackets sucks in Objective C; we obviously associated the Redshirt in our name to a small television program that started back in the 60s and attempted to take us on journey &quot;where no man has gone before.&quot; &lt;br /&gt;
&lt;br /&gt;
With that in mind we&#39;ve been a bit distressed as we found out that our name, which we thought was somewhat fun and &lt;a href=&quot;http://en.wikipedia.org/wiki/Redshirt_(character)&quot;&gt;playful&lt;/a&gt;, is actually associated with violence, &lt;a href=&quot;http://www.guardian.co.uk/world/2010/may/15/redshirts-warn-civil-war-thai-troops&quot;&gt;protest&lt;/a&gt;, even a white &lt;a href=&quot;http://en.wikipedia.org/wiki/Red_Shirts_(Southern_United_States)&quot;&gt;paramilitary&lt;/a&gt; group from the southern US. &lt;br /&gt;
&lt;br /&gt;
So lets recap a bit shall we? &amp;nbsp;Please, please, please think of us and our name with the following video in mind:&lt;br /&gt;
&lt;br /&gt;
&lt;object height=&quot;385&quot; width=&quot;480&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.youtube.com/v/M3cL1Aofy90&amp;hl=en_US&amp;fs=1&amp;&quot;&gt;&lt;/param&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot;&gt;&lt;/param&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;/param&gt;&lt;embed src=&quot;http://www.youtube.com/v/M3cL1Aofy90&amp;hl=en_US&amp;fs=1&amp;&quot; type=&quot;application/x-shockwave-flash&quot; allowscriptaccess=&quot;always&quot; allowfullscreen=&quot;true&quot; width=&quot;480&quot; height=&quot;385&quot;&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;
&lt;br /&gt;
But do not think that we have anything to do with the much more serious stuff going on in this video. &amp;nbsp;This is NOT at all something we are trying to associate with. &amp;nbsp;(Regardless of the validity or not of the protestors problems with their government of Thailand. &amp;nbsp;We just simply don&#39;t know anything about the issues at hand and what to stay out of it.)&lt;br /&gt;
&lt;br /&gt;
&lt;object height=&quot;385&quot; width=&quot;480&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.youtube.com/v/Xx7vJfoDwmM&amp;hl=en_US&amp;fs=1&amp;&quot;&gt;&lt;/param&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot;&gt;&lt;/param&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;/param&gt;&lt;embed src=&quot;http://www.youtube.com/v/Xx7vJfoDwmM&amp;hl=en_US&amp;fs=1&amp;&quot; type=&quot;application/x-shockwave-flash&quot; allowscriptaccess=&quot;always&quot; allowfullscreen=&quot;true&quot; width=&quot;480&quot; height=&quot;385&quot;&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;
&lt;br /&gt;
So remember we&#39;re fun. Not serious. &amp;nbsp;Just like our game we made for the iPhone and iPod Touch: &amp;nbsp;&lt;a href=&quot;http://itunes.apple.com/ca/app/zengaku/id363650912?mt=8&quot;&gt;Zengaku&lt;/a&gt; is fun and nerdy. &amp;nbsp; Not serious and deadly. &amp;nbsp;Ok. &amp;nbsp;I feel better now that I got that off my chest.</content><link rel='replies' type='application/atom+xml' href='http://blog.redshirtlabs.com/feeds/8715576445951696081/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blog.redshirtlabs.com/2010/05/to-redshirt-or-not-to-redshirt.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default/8715576445951696081'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default/8715576445951696081'/><link rel='alternate' type='text/html' href='http://blog.redshirtlabs.com/2010/05/to-redshirt-or-not-to-redshirt.html' title='To Redshirt or not to Redshirt?'/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/04154895668601672962</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2790851512427900299.post-1395919607001178570</id><published>2010-04-26T06:02:00.000-07:00</published><updated>2010-04-26T06:10:42.673-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="lite"/><category scheme="http://www.blogger.com/atom/ns#" term="marketing"/><category scheme="http://www.blogger.com/atom/ns#" term="price"/><category scheme="http://www.blogger.com/atom/ns#" term="sales"/><title type='text'>Zengaku Lite - Marketing success?</title><content type='html'>Well... it has been a few days now that we&#39;ve had Zengaku Lite out there.  It already has many more downloads then Zengaku, and we&#39;ve had a couple of days with multiple sales of the full version.&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;We initially started out with the $0.99 price because we figured we would target impulse buyers and we were more concerned with numbers rather than profit.  As the sales began to trail off, it became apparent that we needed to figure out marketing... and maybe people really do want to try before they buy.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;With the release of Zengaku Lite - we raised the price (to $1.99) which I feel is still a steal for the quality of the game.  So now users can try before they buy, and if they like it, I don&#39;t think the extra buck will be a factor.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Now if only we could find a way to get everyone with an iPhone to try Zengaku Lite.  I mean... it&#39;s free!  We&#39;re trying Facebook ads, and the review on AppSafari (4.5/5) has likely helped a bit too.&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://blog.redshirtlabs.com/feeds/1395919607001178570/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blog.redshirtlabs.com/2010/04/zengaku-lite-marketing-success.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default/1395919607001178570'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default/1395919607001178570'/><link rel='alternate' type='text/html' href='http://blog.redshirtlabs.com/2010/04/zengaku-lite-marketing-success.html' title='Zengaku Lite - Marketing success?'/><author><name>Michael Kernahan</name><uri>http://www.blogger.com/profile/02752135933595917759</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9giPkfRVLFyijpWY7TcnBMYmvLOaZYD-Ti6Hnj1Zq517wM3k7cLxgO4DueY7Gk93xqwXLrPwomqZjjSDulsor4yQlP38QDqxE_m_aEPTE8PFsZZtQF6bruWdnl5bcVg/s220/me-southpark.png'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2790851512427900299.post-3927122992831259163</id><published>2010-04-23T19:00:00.000-07:00</published><updated>2010-04-25T15:19:25.831-07:00</updated><title type='text'>Zengaku 1.1 and Zengaku Lite!</title><content type='html'>Before Zengaku was even released, we were already working on the next version.  Here&#39;s a quick overview of what changed.&lt;br /&gt;&lt;br /&gt;Most of the changes in the 1.1 release are internal details.  We fixed a whole bunch of memory leaks, and a few minor bugs.  These won&#39;t be visible to most of you, but it gives us a cleaner code base to help us with some upcoming features.&lt;br /&gt;&lt;br /&gt;A few user visible changes you may notice are:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;We now show statistics for your puzzles.  From the puzzle book selection screen, you can see how many puzzles you completed, and how many are in progress.&lt;/li&gt;&lt;li&gt;The &quot;Contact Us&quot; button now presents an email form, rather than taking you to the Mail app.&lt;/li&gt;&lt;li&gt;There&#39;s now a link back to the Redshirt Labs website.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;And the biggest feature of all, there&#39;s now a Lite version!&lt;br /&gt;&lt;br /&gt;Zengaku Lite has the same gameplay as the original, and is Free!  You get fewer puzzles, but it gives you the chance to try the game before you decide that you really really need to buy it.  And you will... just try it!&lt;br /&gt;&lt;br /&gt;Get Zengaku Lite at &lt;a href=&quot;http://www.redshirtlabs.com/zengaku/lite&quot;&gt;http://www.redshirtlabs.com/zengaku/lite&lt;/a&gt; or Zengaku 1.1 at &lt;a href=&quot;http://www.redshirtlabs.com/zengaku/&quot;&gt;http://www.redshirtlabs.com/zengaku/&lt;/a&gt;.</content><link rel='replies' type='application/atom+xml' href='http://blog.redshirtlabs.com/feeds/3927122992831259163/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blog.redshirtlabs.com/2010/04/zengaku-11-and-zengaku-lite.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default/3927122992831259163'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default/3927122992831259163'/><link rel='alternate' type='text/html' href='http://blog.redshirtlabs.com/2010/04/zengaku-11-and-zengaku-lite.html' title='Zengaku 1.1 and Zengaku Lite!'/><author><name>Tom Gwozdz</name><uri>http://www.blogger.com/profile/17523613468371135218</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2790851512427900299.post-5442623122894354789</id><published>2010-04-12T18:48:00.000-07:00</published><updated>2010-04-15T17:26:03.468-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="app"/><category scheme="http://www.blogger.com/atom/ns#" term="marketing"/><category scheme="http://www.blogger.com/atom/ns#" term="release"/><category scheme="http://www.blogger.com/atom/ns#" term="review"/><title type='text'>My First iPhone App is going to be HUGE!</title><content type='html'>I think that when most first time app developers set out, they tell themselves &quot;I&#39;m just doing this for fun, but if I hit it big, woohoo!&quot;  I know that as a team, the Redshirt Labs crew felt that way.  We&#39;d love to hit the jackpot... but we also just wanted to explore, grow, and experience.&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Well, if you are a first time app developer just in it for fun, I have some advice/thoughts/opinions for you:&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span class=&quot;Apple-style-span&quot;  style=&quot;font-size:large;&quot;&gt;&lt;b&gt;Target Market&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;Before you submit your app spend at least one week thinking about who your target market is, and how you are going to reach them.  Because submitting to the app store and praying doesn&#39;t work.  You can tell all your friends to buy it, and that will get you a few sales, but it will quickly die out.  You can drop boat loads of cash into ads... and quickly watch that money disappear with very little to show for it.&lt;/div&gt;&lt;div&gt;Target market is also important when you are soliciting advice on your app.  People who don&#39;t own a phone that has apps on it aren&#39;t your target market.  People who do own one but don&#39;t spend money on apps aren&#39;t your target market.  People who do spend money on apps but don&#39;t like the genre of app you are producing aren&#39;t your target market.  So you can get feedback from all these people, and much of it will be good valuable feedback.  But at the end of the day you need to remember that what is important is what you target market wants.  Better to have 80% of people hate your app and 20% of people think it is the best thing ever than to have 50% of people think &quot;yeah, it was ok.&quot;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span class=&quot;Apple-style-span&quot;  style=&quot;font-size:large;&quot;&gt;&lt;b&gt;Descriptive Name&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;I think Zengaku may have failed us here... it sounds Japanese and looks like Sudoku but more Zen... but I&#39;m sure 99% of the people who see it in the app store think &quot;meh.&quot; If they clicked on it, well our description is top notch and I&#39;m sure they&#39;ll like what they see.  If they like Sudoku.  So 10% of 1%.  I think a name that stands out and will get the customer to investigate further is what you need.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span class=&quot;Apple-style-span&quot;  style=&quot;font-size:large;&quot;&gt;&lt;b&gt;Review Sites&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;I&#39;m still undecided on these... There are lots out there, and we contacted many of them (including giving them promo codes so they could get free copies of our app).  As far as I know we have 0 reviews to show for it.  Many sites didn&#39;t get back to us, and others let us know that they were swamped but a few dollars would get us a review.  Frankly, that might be a better way to spend the money then on ads... at least people go to review sites looking for apps to buy/try.&lt;/div&gt;&lt;div&gt;--Edit: We got a review!!  &lt;a href=&quot;http://www.appsafari.com/games/11284/zengaku/&quot;&gt;App Safari&lt;/a&gt; we thank you!&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span class=&quot;Apple-style-span&quot;  style=&quot;font-size:large;&quot;&gt;&lt;b&gt;Ads&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;Set a budget.  Think about your wording.  Then think some more.  If you can find people in your target market, solicit their advice.  You are going to be paying by the impression or by the click.  Either way... it isn&#39;t enough that they click the link, you need to close the sale afterwards.  Part of that depends on your description and write up sure... but a lot of it depends on who clicks on your ad.  You want customers, i.e. people in your target market, to click your ad as much as possible.  You want to make sure other people, who will never buy your app, do not (I guess if you are paying by impression this doesn&#39;t matter so much).&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://blog.redshirtlabs.com/feeds/5442623122894354789/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blog.redshirtlabs.com/2010/04/my-first-iphone-app-is-going-to-be-huge.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default/5442623122894354789'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default/5442623122894354789'/><link rel='alternate' type='text/html' href='http://blog.redshirtlabs.com/2010/04/my-first-iphone-app-is-going-to-be-huge.html' title='My First iPhone App is going to be HUGE!'/><author><name>Michael Kernahan</name><uri>http://www.blogger.com/profile/02752135933595917759</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9giPkfRVLFyijpWY7TcnBMYmvLOaZYD-Ti6Hnj1Zq517wM3k7cLxgO4DueY7Gk93xqwXLrPwomqZjjSDulsor4yQlP38QDqxE_m_aEPTE8PFsZZtQF6bruWdnl5bcVg/s220/me-southpark.png'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2790851512427900299.post-2728524796549785490</id><published>2010-04-12T16:58:00.000-07:00</published><updated>2010-04-13T02:50:53.386-07:00</updated><title type='text'>Crazy week in Apple news</title><content type='html'>&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: &#39;Helvetica Neue&#39;, Arial, Helvetica, sans-serif;&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: small;&quot;&gt;I&#39;ve been quite enraptured in the discussions this weekend after Apple dropped a rather large bomb on &lt;/span&gt;&lt;/span&gt;&lt;a href=&quot;http://bits.blogs.nytimes.com/2010/04/08/a-change-at-apple-causes-trouble-for-adobe/&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: &#39;Helvetica Neue&#39;, Arial, Helvetica, sans-serif;&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: small;&quot;&gt;Adobe&#39;s&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: &#39;Helvetica Neue&#39;, Arial, Helvetica, sans-serif;&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: small;&quot;&gt; head with a change to the developer agreement that has proven to be slightly&amp;nbsp;controversial. &amp;nbsp;The one thing I&#39;m not quite clear on so far is understanding exactly how they&#39;d enforce that particular rule. &amp;nbsp;But nonetheless if you do need a recap &lt;/span&gt;&lt;/span&gt;&lt;a href=&quot;http://daringfireball.net/2010/04/why_apple_changed_section_331&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: &#39;Helvetica Neue&#39;, Arial, Helvetica, sans-serif;&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: small;&quot;&gt;Gruber&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: &#39;Helvetica Neue&#39;, Arial, Helvetica, sans-serif;&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: small;&quot;&gt; has a good post or &lt;/span&gt;&lt;/span&gt;&lt;a href=&quot;http://www.devwhy.com/blog/2010/4/12/its-all-about-the-framework.html&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: &#39;Helvetica Neue&#39;, Arial, Helvetica, sans-serif;&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: small;&quot;&gt;two&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: &#39;Helvetica Neue&#39;, Arial, Helvetica, sans-serif;&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: small;&quot;&gt; on the subject. &amp;nbsp;And there are some&amp;nbsp;passionate arguments on both sides.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: &#39;Helvetica Neue&#39;, Arial, Helvetica, sans-serif;&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: small;&quot;&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: small;&quot;&gt; &lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: &#39;Helvetica Neue&#39;, Arial, Helvetica, sans-serif;&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: small;&quot;&gt;Are they going to review our source code now? &amp;nbsp;If not I&#39;m not sure what an application binary would look like if it were produced with other languages other than the approved set, but ultimately compiled using the Apple tool suite. &amp;nbsp; I have yet to see anyone discuss how this might be accomplished. &amp;nbsp;The only thing that comes to mind is that they&#39;d have to review our code as well. &amp;nbsp;I can&#39;t see that going over very well. &amp;nbsp;Maybe they have some tools that they don&#39;t want to tell us about that can sort this out. &amp;nbsp;Maybe they have installed some software into every mac sold to monitor what language you use when developing your application. &amp;nbsp;I dunno &amp;nbsp;I really haven&#39;t got a good idea at this point. &amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: &#39;Helvetica Neue&#39;, Arial, Helvetica, sans-serif;&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: small;&quot;&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: small;&quot;&gt; &lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: &#39;Helvetica Neue&#39;, Arial, Helvetica, sans-serif;&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: small;&quot;&gt;I guess this discussion is mostly interesting to me since the our current application doesn&#39;t make use of any of these other frameworks. &amp;nbsp;But we were certainly looking at those as an option at some point. &amp;nbsp;Likely for other applications. &amp;nbsp;Although for now we actually want to be developing in the native environment for any platforms we end up supporting so that we can build up better platform knowledge. &amp;nbsp;I big part of what interested me and I think a few the other guys about doing this was the opportunity to learn these new embedded development platforms and build something fun. &amp;nbsp;I&#39;m sure that learning how to build apps with &lt;/span&gt;&lt;/span&gt;&lt;a href=&quot;http://www.appcelerator.com/&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: &#39;Helvetica Neue&#39;, Arial, Helvetica, sans-serif;&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: small;&quot;&gt;Titanium&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: &#39;Helvetica Neue&#39;, Arial, Helvetica, sans-serif;&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: small;&quot;&gt; or &lt;/span&gt;&lt;/span&gt;&lt;a href=&quot;http://unity3d.com/&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: &#39;Helvetica Neue&#39;, Arial, Helvetica, sans-serif;&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: small;&quot;&gt;Unity 3D&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: &#39;Helvetica Neue&#39;, Arial, Helvetica, sans-serif;&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: small;&quot;&gt;, or even &lt;/span&gt;&lt;/span&gt;&lt;a href=&quot;http://www.adobe.com/products/creativesuite/?sdid=FNTYP&amp;amp;&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: &#39;Helvetica Neue&#39;, Arial, Helvetica, sans-serif;&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: small;&quot;&gt;Flash&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: &#39;Helvetica Neue&#39;, Arial, Helvetica, sans-serif;&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: small;&quot;&gt; that could run on a number of devices would be good too, but just not yet. &amp;nbsp;So I&#39;m going to be sitting back and watching where the chips fall on this one. &amp;nbsp;And for now I&#39;ll keep my actual opinion on the matter to myself. &amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: &#39;Helvetica Neue&#39;, Arial, Helvetica, sans-serif;&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: small;&quot;&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: small;&quot;&gt; &lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: &#39;Helvetica Neue&#39;, Arial, Helvetica, sans-serif;&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: small;&quot;&gt;But if anyone has an inkling just how they plan to enforce 3.3.1 please let us know. &amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://blog.redshirtlabs.com/feeds/2728524796549785490/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blog.redshirtlabs.com/2010/04/crazy-week-in-apple-news.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default/2728524796549785490'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default/2728524796549785490'/><link rel='alternate' type='text/html' href='http://blog.redshirtlabs.com/2010/04/crazy-week-in-apple-news.html' title='Crazy week in Apple news'/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/04154895668601672962</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2790851512427900299.post-2297624405698992679</id><published>2010-03-24T17:43:00.000-07:00</published><updated>2010-03-24T19:29:38.679-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="development"/><category scheme="http://www.blogger.com/atom/ns#" term="history"/><category scheme="http://www.blogger.com/atom/ns#" term="interface"/><category scheme="http://www.blogger.com/atom/ns#" term="zengaku"/><title type='text'>Evolution of the Zengaku Interface</title><content type='html'>Developing the Zengaku UI has been an interesting experience.  It has gone through several revisions, for both technical and artistic reasons.  Below are some screen shots outlining the evolution of our interface.&lt;br /&gt;&lt;br /&gt;Zengaku was my first iPhone app, and my first using Objective-C and the UIKit.   It was a big learning curve.   The first thing I worked on was trying to draw the actual Zengaku puzzle screen.  Below is the result.&lt;br /&gt;&lt;br /&gt;&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifVu6LTGJ274KaLJ9uZS_tNqy4I0p3c7E7zDHM9AT6gsagEsU4z0IVOYtoLnAV8VB3F4RQYV05hMnzlZjA2aMtW3EPl6XXysoSxaYkgKnm8JugBM2TFmGeaudaZ4uPhLwg2sNqlnTbG-U9/s1600/oct+22.png&quot;&gt;&lt;img style=&quot;display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 268px; height: 400px;&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifVu6LTGJ274KaLJ9uZS_tNqy4I0p3c7E7zDHM9AT6gsagEsU4z0IVOYtoLnAV8VB3F4RQYV05hMnzlZjA2aMtW3EPl6XXysoSxaYkgKnm8JugBM2TFmGeaudaZ4uPhLwg2sNqlnTbG-U9/s400/oct+22.png&quot; alt=&quot;&quot; id=&quot;BLOGGER_PHOTO_ID_5452372845792118946&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The basics are there.  We have an appropriately sized grid, filled with a bunch of numbers.  Of course, its horribly ugly... so the next step was to make it a bit prettier.&lt;br /&gt;&lt;br /&gt;At first, I was using a single UIView for the grid, and drawing everything in its callback.  After reading the API documentation a bit, I thought it might be a good idea to make each of the grid squares its own Core Animation layer.&lt;br /&gt;&lt;br /&gt;&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjL0c38Bfde7s8ziS5sAAmGTz-XvuuTPpE-jhD5bKgch6MDns5DAg3oFcDmmDhrK_ExfNPlawVE8MYjBdU088DX7n43UhvomJ_4_4S0ifO3edb9uH9pg1G440EcXpdMrckG2Imr-MnxcPHD/s1600/nov+1.png&quot;&gt;&lt;img style=&quot;display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 268px; height: 400px;&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjL0c38Bfde7s8ziS5sAAmGTz-XvuuTPpE-jhD5bKgch6MDns5DAg3oFcDmmDhrK_ExfNPlawVE8MYjBdU088DX7n43UhvomJ_4_4S0ifO3edb9uH9pg1G440EcXpdMrckG2Imr-MnxcPHD/s400/nov+1.png&quot; alt=&quot;&quot; id=&quot;BLOGGER_PHOTO_ID_5452374232795785026&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;I then added some numbers, and changed the colour scheme a bit.  Notice that the numbers decrease in size when there are more of them in a single grid square.  Also notice that the puzzle isn&#39;t actually a valid puzzle yet -- I was just randomly generating a bunch of grid squares just to test the rendering code.&lt;br /&gt;&lt;br /&gt;&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8UTplhv41VOH8cJppqEaX_V68PEr_RZaWdJWMp5b4hu6nCRGUl1-mVhdYpkSRrHEtPziA9ZpMCD9RQSLWIY6VMeeQnQkzYIPbUht-pSTlxAXVnuzWn7YvT3Troa05v9sPnH36Kk4smAtH/s1600/nov+2,+09.png&quot;&gt;&lt;img style=&quot;display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 268px; height: 400px;&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8UTplhv41VOH8cJppqEaX_V68PEr_RZaWdJWMp5b4hu6nCRGUl1-mVhdYpkSRrHEtPziA9ZpMCD9RQSLWIY6VMeeQnQkzYIPbUht-pSTlxAXVnuzWn7YvT3Troa05v9sPnH36Kk4smAtH/s400/nov+2,+09.png&quot; alt=&quot;&quot; id=&quot;BLOGGER_PHOTO_ID_5452374323760882914&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Andrew and Tim worked on getting the puzzle loading working, and I was able to modify the UI to render it.  Tim and I added some number buttons along the bottom of the window, and then Andrew added some actual game play logic, and below is the result.  You are looking at the very first Zengaku game ever played!&lt;br /&gt;&lt;br /&gt;&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg37pcFwSGjUwH3BHwUxcefBcC0uExCzF99jL5p4qlCo2y7AkoCqsMapSqUW8diQ-HKocYGQFdu-SpzG94aOIcS8Ex0mk8uy2F_pMbpggtWuWx5c66T96V4d-Mh70qN7a5tVYi7iI9mt7w5/s1600/dec+5,+09.png&quot;&gt;&lt;img style=&quot;display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 268px; height: 400px;&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg37pcFwSGjUwH3BHwUxcefBcC0uExCzF99jL5p4qlCo2y7AkoCqsMapSqUW8diQ-HKocYGQFdu-SpzG94aOIcS8Ex0mk8uy2F_pMbpggtWuWx5c66T96V4d-Mh70qN7a5tVYi7iI9mt7w5/s400/dec+5,+09.png&quot; alt=&quot;&quot; id=&quot;BLOGGER_PHOTO_ID_5452377869737252914&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;You may notice that the right most column, and the bottom row do not have any consecutive bubbles.  This was a bug I discovered while trying to solve this puzzle.  If you look closely, you&#39;ll also see that the borders of the cells are visible inside the bubble itself.  Another bug.&lt;br /&gt;&lt;br /&gt;We then tried working on the colour scheme a bit.  As you can tell, we are not artists...&lt;br /&gt;&lt;br /&gt;&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgG1daIND4i13hANQZM_Uh0RUHco6f8z_s61I0FyqC1wEW0Mi5hfqoVWlSuBj994Z-Zsi19sgKPMroMZclff4OGQjtJCEioCWkg1KdspCpa_r-LrgPvJmbBmVqVedu0ydy5v5O1zDnVqMhh/s1600/dec+6,+09+-+01.png&quot;&gt;&lt;img style=&quot;display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 268px; height: 400px;&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgG1daIND4i13hANQZM_Uh0RUHco6f8z_s61I0FyqC1wEW0Mi5hfqoVWlSuBj994Z-Zsi19sgKPMroMZclff4OGQjtJCEioCWkg1KdspCpa_r-LrgPvJmbBmVqVedu0ydy5v5O1zDnVqMhh/s400/dec+6,+09+-+01.png&quot; alt=&quot;&quot; id=&quot;BLOGGER_PHOTO_ID_5452377984622034834&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Up to this stage, each grid square was its own Core Animation layer.  This seemed to work fine for us, until we got our iPhone developer account.  When Zengaku was running on the actual hardware, we found that the rendering was horribly slow.  As in half a frame per second slow.  Definitely unplayable (especially when zooming and panning).&lt;br /&gt;&lt;br /&gt;We tracked the problem down to our overuse of Core Animation layers.  I re-wrote the rendering code to once again use a single UIView, and below is the result.  The performance was dramatically better.&lt;br /&gt;&lt;br /&gt;&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8GvlR5n28cA6XqvGxp7kaCRY5tS0-glDD55RlBVG4fCcPbVgAswiF1_nN2Lv8aEqRBoEdtoSOW9_q5yOObSkHwnrz9uuBWY_WWg7NP3tB6-mC0-jbMsRo-GVBxiB819Nllsn43VpAow1N/s1600/dec+19.png&quot;&gt;&lt;img style=&quot;display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 268px; height: 400px;&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8GvlR5n28cA6XqvGxp7kaCRY5tS0-glDD55RlBVG4fCcPbVgAswiF1_nN2Lv8aEqRBoEdtoSOW9_q5yOObSkHwnrz9uuBWY_WWg7NP3tB6-mC0-jbMsRo-GVBxiB819Nllsn43VpAow1N/s400/dec+19.png&quot; alt=&quot;&quot; id=&quot;BLOGGER_PHOTO_ID_5452384083124460802&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Notice that the grid edges no longer peek through the bubbles.  Also notice that there&#39;s an ugly white border around the screen.  I did this because the number of cells (13) did not evenly divide into the resolution of the screen.  So to avoid having some grid squares being at fractional pixel locations, I just padded the borders to make the pixels integers again.&lt;br /&gt;&lt;br /&gt;The image below shows some more progress on the graphics front.&lt;br /&gt;&lt;br /&gt;&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiL0UgYDtWXhqsWxojCKr3ZrukH4ZfmeL8ned9onvQNHKOw9oNI-HXzp3-lX-SH3cUwMYCVSqm5hGG7tYgxHfxcE2FM-dK3HqDhnJJKKxZfKhHoFA84iId0ToocO2wkPIqx5cyBRTFS6YN7/s1600/jan+25.png&quot;&gt;&lt;img style=&quot;display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 268px; height: 400px;&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiL0UgYDtWXhqsWxojCKr3ZrukH4ZfmeL8ned9onvQNHKOw9oNI-HXzp3-lX-SH3cUwMYCVSqm5hGG7tYgxHfxcE2FM-dK3HqDhnJJKKxZfKhHoFA84iId0ToocO2wkPIqx5cyBRTFS6YN7/s400/jan+25.png&quot; alt=&quot;&quot; id=&quot;BLOGGER_PHOTO_ID_5452384009186589842&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;We finally decided to get a &lt;span style=&quot;font-style: italic;&quot;&gt;real&lt;/span&gt; artist to help us.  We recruited the help of Cheyney Sadler, and the result was fantastic!  Its amazing what a big diffence it has made.  Thanks Cheyney!&lt;br /&gt;&lt;br /&gt;&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgji-dQUhlaL0XyYIxJP1qJrn8dbnIVvuTLoP-lAlb69vssTO4sWqfW6iVxZJrtL865LInC7xRk6QI0d9lETBKhRAtNnwgeqZpyKgUi8A8AnHVBL3KV5zK9b4sPEhweNa9jDoBxUAucRe4h/s1600/IMG_0009.PNG&quot;&gt;&lt;img style=&quot;display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 268px; height: 400px;&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgji-dQUhlaL0XyYIxJP1qJrn8dbnIVvuTLoP-lAlb69vssTO4sWqfW6iVxZJrtL865LInC7xRk6QI0d9lETBKhRAtNnwgeqZpyKgUi8A8AnHVBL3KV5zK9b4sPEhweNa9jDoBxUAucRe4h/s400/IMG_0009.PNG&quot; alt=&quot;&quot; id=&quot;BLOGGER_PHOTO_ID_5452391489467329954&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Finally, I&#39;ll leave you with this montage of some of our other screens.  I hope you&#39;ll agree that the final version turned out much better than these prototypes!&lt;br /&gt;&lt;br /&gt;&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgN6vfqK8RCizoDnaPXcYn7p3cFnQo5PuGQKlEv9jEDMIsjCrer9MBTinqoHiIu8QvHCUj1ZKOpA4WScE5r-UBFa0i-jbap3mVS29vtV7yHVh6kKAGsrtM5Q9CCU5Me3mVSfxjrtxxGkWBv/s1600/old.png&quot;&gt;&lt;img style=&quot;display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 400px; height: 149px;&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgN6vfqK8RCizoDnaPXcYn7p3cFnQo5PuGQKlEv9jEDMIsjCrer9MBTinqoHiIu8QvHCUj1ZKOpA4WScE5r-UBFa0i-jbap3mVS29vtV7yHVh6kKAGsrtM5Q9CCU5Me3mVSfxjrtxxGkWBv/s400/old.png&quot; alt=&quot;&quot; id=&quot;BLOGGER_PHOTO_ID_5452387197649508594&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;</content><link rel='replies' type='application/atom+xml' href='http://blog.redshirtlabs.com/feeds/2297624405698992679/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blog.redshirtlabs.com/2010/03/evolution-of-zengaku-interface.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default/2297624405698992679'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default/2297624405698992679'/><link rel='alternate' type='text/html' href='http://blog.redshirtlabs.com/2010/03/evolution-of-zengaku-interface.html' title='Evolution of the Zengaku Interface'/><author><name>Tom Gwozdz</name><uri>http://www.blogger.com/profile/17523613468371135218</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifVu6LTGJ274KaLJ9uZS_tNqy4I0p3c7E7zDHM9AT6gsagEsU4z0IVOYtoLnAV8VB3F4RQYV05hMnzlZjA2aMtW3EPl6XXysoSxaYkgKnm8JugBM2TFmGeaudaZ4uPhLwg2sNqlnTbG-U9/s72-c/oct+22.png" height="72" width="72"/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2790851512427900299.post-2665403388377632863</id><published>2010-02-08T18:55:00.000-08:00</published><updated>2010-03-25T11:55:32.149-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="history"/><category scheme="http://www.blogger.com/atom/ns#" term="kakuro"/><category scheme="http://www.blogger.com/atom/ns#" term="sudoku"/><category scheme="http://www.blogger.com/atom/ns#" term="zengaku"/><title type='text'>A Brief History of Zengaku...</title><content type='html'>I think that the real origin for Zengaku is probably when I went to a cottage in 2000. One of the necessities on a good lazy cottage vacation is a puzzle book. The puzzle book on this particular vacation had about a hundred different types of puzzle, and I enjoyed about four of them.&lt;br /&gt;&lt;br /&gt;My favourite type by far was the &quot;Sum Total&quot; puzzles. There were about 4 of them in the entire book. Much later I would find out that they were in fact Kakuro puzzles. 2000 is Ancient. Sudoku madness had not struck yet. And Kakuro was completely unheard of (even though I was playing them of course).&lt;br /&gt;&lt;br /&gt;I don&#39;t know where I found the patience for it (I can easily get distrac) but somewhere in 2000 and 2001 I found the patience to put together my first Kakuro puzzle generator. I don&#39;t remember if the first puzzles were even playable - I was a pretty green programmer, still in school at the time. But it kept my mind working, it was programming that wasn&#39;t just fulfilling some silly useless course work, and it probably saved me from destroying my wrist playing Quake 2.&lt;br /&gt;&lt;br /&gt;By 2003 I was pretty sure that my puzzles were the coolest thing ever and if I just put them on the web then riches and happiness would be mine. So I did what any conscientious computer engineer would do. I found free hosting, I did no marketing, and I made sure the webpage was pretty ugly. I don&#39;t think I even got a domain at the time. Obviously the overnight sensation failed to kick in. Still - SumTotalPuzzles.com was born.&lt;br /&gt;&lt;br /&gt;In 2004, one of the Coop students employed where I was working was a math student who shared my love of puzzles. He let me know about the World Puzzle Championships, and sent me a link to their 2004 Championship warm up package. As I worked my way through it, low and behold, there was my puzzle! But wait - there was something special about this puzzle. It was a Kakuro with a Sudoku twist. Rows and Columns have each number once and only once? Consecutive numbers are indicated? The depth that these simple modifications added to the puzzle were like candy to me.&lt;br /&gt;&lt;br /&gt;The first thing I did when I got home was I started modifying my puzzle generator to follow the same rules. It took a lot of tinkering - but eventually I had it producing nice looking puzzles - it even had a usable user interface!&lt;br /&gt;&lt;br /&gt;Eventually I got the website looking better, and I posted a free version of the game up there, with a Paypal option to purchase a version that will literally generate 1 million different puzzles. I even made some sales. Probably about 15, maybe 20. But still, it sure felt good!&lt;br /&gt;&lt;br /&gt;It was probably around 2006, maybe 2007 that Sum Total Puzzles became Zengaku. The origin of that is simply friends at work giving me feedback that &quot;Sum Total Puzzles&quot; is a terrible name. You should find something Japanese sounding. Yeah - Sudoku was in its prime around then. So I used several online translators and searches to try to figure out an appropriate Japanese sounding name for my puzzles. Zengaku is literally &quot;The Total Sum&quot; in Japanese. At least I hope it is... it would be pretty terrible to find out it meant something offensive at this point!&lt;br /&gt;Well - a quick Google found this: &lt;a href=&quot;http://www.eudict.com/?lang=japeng&amp;amp;word=zengaku&quot;&gt;EUdict translation&lt;/a&gt;. So not only does it mean &quot;total, full amount, sum&quot; but it can also mean forehead. Ha - I guess if you get a hard one that could be considered a face-palm. :-)&lt;br /&gt;&lt;br /&gt;With the name change came more effort being put into the website. I had been generating puzzles and literally posting screen shots of them so that there was a daily puzzle on my website. I spent some time (not enough to do it well) to figure out style sheets and all that jazz to put together an interactive puzzle. And then life just kind of happened. Every once in a while I&#39;d realize that I needed to generate more puzzles for the site (often after it went blank for a day or two or five). Sales ground to a halt and I was probably one of the least responsive webmasters of all time.&lt;br /&gt;&lt;br /&gt;Fast forward to 2009 and I find myself working at a company with lots of smart people, who are great programmers and the iPhone invasion is in full swing. One person at my company hit it big with an app. Like quit-your-job big. I&#39;m pretty sure that when news about that broke out, everyone who owned a Mac immediately went home and downloaded the SDK. And everyone who didn&#39;t own a Mac seriously thought about buying one.&lt;br /&gt;&lt;br /&gt;Well, a few months went past, and no one else hit it big with an app. I don&#39;t know how many have tried. The reality was that you didn&#39;t just need to be a good programmer, you needed a good idea. And the ability to stick with something all the way to completion. It can be so easy to start programming something and then get distracted. The first couple of days are literally like you are eating manna from heaven, but it can quickly become a grind. Or at least boring enough that TV, or computer games seem like a better time investment.&lt;br /&gt;&lt;br /&gt;So we&#39;re at work one day talking about writing apps, and how you needed motivation and commitment and a good idea. Or at least something easy to create for the first one. Well - I don&#39;t own a Mac, but I did have my puzzle website. So there we are talking about it and suddenly we are committing to each other that we are going to get this done. Together we&#39;ll have enough social pressure to actually follow through to the end. I knew that that was what I needed. Someone to kick me in the pants. Or at least make me feel guilty enough that I would stop playing games, or reading books, or watching TV and just program something to completion. Not 50% complete, or 90% complete just don&#39;t touch the big red button it&#39;ll crash, but 100% complete - rock solid.&lt;br /&gt;&lt;br /&gt;It was probably Kevin&#39;s willpower that got us creating a partnership agreement, and getting a business number - I think the rest of us were just kind of in a daze. Regardless - we committed to each other to get it done, and I think the result is fantastic.</content><link rel='replies' type='application/atom+xml' href='http://blog.redshirtlabs.com/feeds/2665403388377632863/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blog.redshirtlabs.com/2010/02/brief-history-of-zengaku.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default/2665403388377632863'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2790851512427900299/posts/default/2665403388377632863'/><link rel='alternate' type='text/html' href='http://blog.redshirtlabs.com/2010/02/brief-history-of-zengaku.html' title='A Brief History of Zengaku...'/><author><name>Michael Kernahan</name><uri>http://www.blogger.com/profile/02752135933595917759</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9giPkfRVLFyijpWY7TcnBMYmvLOaZYD-Ti6Hnj1Zq517wM3k7cLxgO4DueY7Gk93xqwXLrPwomqZjjSDulsor4yQlP38QDqxE_m_aEPTE8PFsZZtQF6bruWdnl5bcVg/s220/me-southpark.png'/></author><thr:total>2</thr:total></entry></feed>