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	<title>nathandemick.com &#187; iphone</title>
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		<title>My thoughts on Android phones</title>
		<link>http://nathandemick.com/2011/01/my-thoughts-on-android-phones/</link>
		<comments>http://nathandemick.com/2011/01/my-thoughts-on-android-phones/#comments</comments>
		<pubDate>Mon, 10 Jan 2011 18:23:23 +0000</pubDate>
		<dc:creator>Nathan</dc:creator>
				<category><![CDATA[random]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[at&t]]></category>
		<category><![CDATA[cell phones]]></category>
		<category><![CDATA[google]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[t-mobile]]></category>
		<category><![CDATA[verizon]]></category>

		<guid isPermaLink="false">http://nathandemick.com/?p=375</guid>
		<description><![CDATA[Even though Android is pretty much a giant iOS rip-off (see pre-iPhone UI screenshots), I appreciate its&#8217; existence. Healthy competition brings about innovation, and Apple&#8217;s iOS devices are better due to having Android on the playing field. While my current carrier (Verizon) doesn&#8217;t currently offer the iPhone (until tomorrow, I guess), I haven&#8217;t had any [...]]]></description>
			<content:encoded><![CDATA[<p>Even though Android is pretty much a giant iOS rip-off (see <a href="http://gizmodo.com/321708/android-ui-screenshots">pre-iPhone UI screenshots</a>), I appreciate its&#8217; existence. Healthy competition brings about innovation, and Apple&#8217;s iOS devices are better due to having Android on the playing field. While my current carrier (Verizon) doesn&#8217;t currently offer the iPhone (<a href="http://www.engadget.com/2011/01/07/verizon-iphone-everything-you-need-to-know/">until tomorrow</a>, I guess), I haven&#8217;t had any interest in buying one of the many Android phones that they do offer. The reason is the &#8220;openness&#8221; that Google touts as being one of Android&#8217;s advantages. </p>
<p>In practice, what &#8220;open&#8221; means for Android is that each phone manufacturer will take the base OS, then try to customize it as much as possible for their devices, in an attempt to differentiate themselves from other Android handset manufacturers. As far as I know, it&#8217;s impossible to remove these customizations and revert back to Google&#8217;s &#8220;vanilla&#8221; Android UI without significant hacking. The annoying thing here is that I would want to use a phone with no tacked-on cruft, but HTC, Motorola, etc. don&#8217;t provide that option.</p>
<p>The other problem with Android phones is that you can&#8217;t get official OS updates without going through the carrier/manufacturer. With iOS, this isn&#8217;t a big deal; Apple releases a new version, and everyone can download and upgrade at the same time. With Android, Google releases a new version, and then the manufacturers have to tailor the upgrade to fit each of their devices. Of course, this takes time, and in some cases a manufacturer won&#8217;t want to keep supporting their device, which means you are <a href="http://androidcommunity.com/no-android-updates-for-sony-ericsson-xperia-x10-beyond-2-1-20110106/">crap out of luck</a>.</p>
<p>Both of these problems don&#8217;t exist if you buy one of the &#8220;official&#8221; Android phones, the Nexus One or Nexus S. But bizarrely, the Nexus phones are only supported by T-Mobile in the US (you can run one on AT&amp;T, sans 3G data connection). Of course, that means they don&#8217;t work on Verizon&#8217;s CMDA network at all. The unfortunate conclusion is that Google doesn&#8217;t feel like giving people using carriers other than T-Mobile a choice on whether or not to user their official phone.</p>
<p>These three problems have prevented me from using Android, and since it looks like Verizon is going to start carrying the iPhone very soon, I don&#8217;t think there&#8217;s much hope for Android in my future.</p>
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		<title>Nonogram Madness is on the App Store</title>
		<link>http://nathandemick.com/2010/08/nonogram-madness-is-on-the-app-store/</link>
		<comments>http://nathandemick.com/2010/08/nonogram-madness-is-on-the-app-store/#comments</comments>
		<pubDate>Sat, 28 Aug 2010 00:13:42 +0000</pubDate>
		<dc:creator>Nathan</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[nonogram madness]]></category>

		<guid isPermaLink="false">http://nathandemick.com/?p=340</guid>
		<description><![CDATA[A few months ago I decided to try my hand at iPhone development, and the result is finally with us. Presenting Nonogram Madness for iPhone and iPod Touch! For those of you who&#8217;ve been following along at home, late last year I made the first version of Nonogram Madness in Flash using the Flixel framework. [...]]]></description>
			<content:encoded><![CDATA[<p>A few months ago I decided to try my hand at iPhone development, and the result is finally with us. Presenting <a href="http://ganbarugames.com/nonogram-madness/" title="Nonogram Madness">Nonogram Madness</a> for iPhone and iPod Touch! </p>
<p>For those of you who&#8217;ve been following along at home, late last year I made the first version of Nonogram Madness in Flash using the <a href="http://flixel.org" title="Flixel">Flixel</a> framework. Since I knew I would have to learn both a new language <em>and</em> a new programming framework to create anything on iOS, I decided to re-work a previous creation. I thought since the core logic had already been programmed, porting would be relatively straightforward. </p>
<p>Obviously, in the end it was a bit more complicated than that. There were lots of unexpected challenges, such as dealing with touch-based controls, as well as creating all-new puzzles. It&#8217;s been the most ambitious project I&#8217;ve done in my spare time to date, and I&#8217;m actually pretty proud of it.</p>
<p>In fact, I enjoyed the process so much that I created an LLC to publish the game under. The company is called <a href="http://ganbarugames.com" title="Ganbaru Games">Ganbaru Games</a>, and while right now it&#8217;s not profitable at all, I&#8217;m hoping that perhaps if I get enough decent games out there, I can take advantage of the &#8220;long tail.&#8221; The word &#8220;ganbaru&#8221; means &#8220;to try ones&#8217; best&#8221; or &#8220;to work hard&#8221; in Japanese, and that&#8217;s the philosophy I&#8217;d like to bring with me in game creation.</p>
<p>If you&#8217;d like to show your support for my game-making efforts, why not <a href="http://twitter.com/ganbarugames" title="follow @ganbarugames on Twitter">follow @ganbarugames</a> on Twitter or <a href="http://www.facebook.com/pages/Columbus-OH/Ganbaru-Games/118579311508414?ref=ts" title="become a fan on Facebook">become a fan on Facebook?</p>
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		<title>Developing: iPhone vs. Nintendo DSi</title>
		<link>http://nathandemick.com/2010/04/developing-iphone-vs-nintendo-dsi/</link>
		<comments>http://nathandemick.com/2010/04/developing-iphone-vs-nintendo-dsi/#comments</comments>
		<pubDate>Fri, 09 Apr 2010 13:33:25 +0000</pubDate>
		<dc:creator>Nathan</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[nintendo ds]]></category>

		<guid isPermaLink="false">http://nathandemick.com/?p=329</guid>
		<description><![CDATA[Reggie Fils-Aime sez that the iPhone platform isn&#8217;t a serious competitor to Nintendo&#8217;s handhelds. As far as depth of games goes, I&#8217;d be inclined to agree with him. Nintendo does have 20 years of handheld console experience, and even the most basic Game Boy game usually has a lot more depth than the average iPhone [...]]]></description>
			<content:encoded><![CDATA[<p>Reggie Fils-Aime sez that the <a href="http://www.electronista.com/articles/10/04/06/nintendo.us.exec.thinks.iphone.games.unprofitable/">iPhone platform isn&#8217;t a serious competitor to Nintendo&#8217;s handhelds</a>. As far as depth of games goes, I&#8217;d be inclined to agree with him. Nintendo does have 20 years of handheld console experience, and even the most basic Game Boy game usually has a lot more depth than the average iPhone OS title. </p>
<p>However, I think there&#8217;s a reason why gaming has exploded on iPhone: it allows casual game makers to easily develop and publish games on a handheld pseudo-console. Nintendo has DSiWare, which is a digital content distribution system similar to the App Store, but the speed bumps to publishing on each platform are remarkably different. </p>
<p>To develop for the DSi, you have to fill out an application which states why your company has the experience necessary to develop DS titles (a side note: your company has to have actual offices&#8230; can&#8217;t be a home office). Once you get approved, you can purchase your DS development kit (no idea how much it costs, but probably a substantial amount). Then you can actually make your game. After that, you have to get your game approved to be distributed as DSiWare. </p>
<p>To develop for iPhone OS, all you need is a Macintosh computer and an iPhone/iPod Touch/iPad. All the programming tools are free. To test your game on your actual hardware and distribute via the App Store, you pay $100/year to be an official developer. </p>
<p>The difference is astounding. I will probably never make a game on a Nintendo platform (although I&#8217;d love to some day), but publishing for iPhone OS is easily within my reach. All I&#8217;m saying, Nintendo, is that you might want to take a page from Apple&#8217;s playbook here.</p>
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