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>It's not fun. There are some parts that are fun. Well, even a grueling task can be fun with the right perspective. But point taken. :) >+10. The fact you hav
by JimmySwill 16y ago
>It's not fun. There are some parts that are fun.
Well, even a grueling task can be fun with the right perspective. But point taken. :)
>+10. The fact you have the artwork is huge. Even better if you did it yourself. Programmers are commodities. Programmers who can do some design are not.
Yes, I did the layout and design, some of the artwork too. The rest of the art I commissioned, and have the rights to use.
>You have to choose whether to drop everything else and put them on the backburner.
That's the toughest part right now. I can get pretty focused (the game is 400+ pages and took nearly 2 years), but I have another front-burner project at the moment that is going to remain so for some time.
>From personal experience and that of others, I conservatively estimate it will take about 150-200 hours of hands-on work before Objective C/Cocoa stops being the problem and starts becoming the solution. That is about 2 months.
That's 6 months in real-time then? :P Thanks. That helps.
- stiggz 16y agolol, don't forget that whatever time you put in will pay dividends. You'll be a real programmer! And although this project won't be making you money, you'll have the expertise to turn on a faucet for apps in the future. I'd say, do it yourself- don't listen to the people who say you can't learn to program in six months. Just build your program as you go, grab books that give a thorough step-by-step process to building apps, read other people's source code, and make friends with some successful iphone app developers. A web-app would be nice, php would probably be the easiest way (TONS of example, and php.net is a definitive resoure), so you may want to prototype in php, but don't stop trying to learn Objective-C, you'll still be one of the first on HN to 'get it', and 'use it' to build their own ideas out.