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ale1981

macrumors newbie
Original poster
Nov 19, 2009
6
1
I released my first interactive iOS 17 widget today. And it’s a Game!
I wanted to see what’s possible in a widget and made a little endless-runner called "Astro Jump".

But it comes with a twist!
For the first time ever: separate widgets for the gamepad and the screen!

astro1_small.png


As far as I know, no one has done this before and I think it’s really fun and cool. Also it was a nice challenge!

You can just add one widget for the gamepad and one for the screen, where the action takes place. It looks really nice on the home screen. And if you’re weird like me, you can also add multiple controllers or screens.

I’d love if you’d try it and let me know what you think!
https://apps.apple.com/us/app/astro-jump-widget-game/id6471160410

I also wrote a post explaining the different challenges while building a game for a widget. Since you’re really restricted on what you can do, e.g. you can’t use all SwiftUI features and animations. Also I show how simple it actually was to make that feature with the separate widgets.

You can read this post here if you’re interested:
https://noidentity.com/astro/bts/

Thanks and have a great day

Sandro
 
Nice one! I have always wondered, how do these games make up for their time lost in development. I see the app is 1$. It is a really cheap price. How do you justify the lost time of developing the app and then posting it for 1$. I mean yeah if 1 million people download your app you would have 1 million$. Actually not really, you'd have 700k, since Apple takes a 30% cut :( So this way you only make .75$ per copy?
 
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