Inside my AppDev toolbox
Swiftly does it (most of it)
(Here’s a fancy web version of this post.)
This post identifies the hardware and software tools I use to develop my mobile apps and why. The AppDev skills unmasked blog covered the importance of technical and commercial skills plus drive.
I’m developing apps for iPhone and iPad, initially, which requires the use of an Apple Mac. It is highly desirable to be able to test apps on physical devices. Hence, in addition to a MacBook Air, I have an iPhone 11 and iPad Mini.
App development software
Apple developers use the Xcode IDE (Integrated Development Environment) and the iOS coding language Swift. Free Swift training materials are at Hacking With Swift. Additionally, I use the SpriteKit 2D game framework for Scarper, my grid based game. Apple Developers pay a £99 annual subscription which allows them to launch apps onto the AppStore. 15% of revenues are taken by Apple.
For Android development I plan to use Android Studio and code in Kotlin.
To develop graphics, including the app icon and web logos, I use Inkscape which is free. I start with an app icon template, design my icon then save a .png version at 1024 x 1024 pixel granularity. I drop this .png graphic into an App Icon Generator which creates icons at all the different sizes required by Apple and Android. Here are Apple’s icon design guidelines.
Web site software
I use the following to develop my websites, including PlayScarper.com:
Domain name registration: Names.co.uk (£17.99 for 2 year registration of a .com domain)
Website hosting: Fast2Host.com (from £3.85/month)
Coding text editor: Atom (free)
File transfer (between laptop and website hosting server): FileZilla (free)
Database: MySQL (from fast2host)
MobileApp Marketing and Monetization book by Alex Genadinik
Building an app from scratch in Swift tutorial by Paul Hudson
In next Sunday’s post I’ll explain why I chose to target iPhone users first with my apps.
Until next Sunday, you may wish to check out the free course 100 Days of Swift.