• 46 stories
  • Posted to Learn SpriteKit to make games for iOS 11, in reply to Kamushken Roman , Mar 22, 2018

    Happy to answer that!

    I always believed that it's better to have more people paying less (while being sustainable) than fewer people paying more. I don't put these super large discounts often (maybe twice a year), and when I do, there are a lot of people who jump on the rare opportunity. It doesn't really decrease the bottom line, as one might believe -- short or long term. At the end of the day, I really want to have more people enjoy the work that we do! :)

    1 point
  • Posted to Angle 2: a massive Sketch Library of 500 vector devices, in reply to Mike Stevenson , Feb 23, 2018

    Absolutely! Will work on a real video with voice. At the office, we're still in the process of setting a sound room. Also, as a dad, it's hard to find quiet places. But, I'll get it done this weekend!

    0 points
  • Posted to Angle 2: a massive Sketch Library of 500 vector devices, in reply to Richard Sison , Feb 23, 2018

    $200 is the full price, but it's currently $50, which I believe is less than most packages out there. We worked on this for 6 months and spent a ton of time making it specifically useful to Sketch users with a massive library. We also made a free Sketch plugin that works with Nested Symbols to ensure a good experience when applying your mockups.

    Appreciate your feedback!

    2 points
  • Posted to Design+Code iOS app released, in reply to Manny Larios , Jan 16, 2018

    Hi Manny, we haven't implemented the progress on the Website yet, but we're planning to. Right now, it will sync across all your iOS devices (iPhones and iPads). Thanks for the feedback!

    0 points
  • Posted to Design + Code v2, in reply to Spencer Bigum , Dec 18, 2017

    Of course, thank you for asking! :)

    Yes, you'll first learn the basics of Swift from a designer standpoint. As I've gone through this arduous process myself in the past, I have come to recognize that I require a lot of visual examples to keep my interest going. I love to achieve real results such as modern animation techniques and layouts. You can expect to learn how to implement your own designs and be able to build an app that's launchable to the App Store. In a team, you can be more proactive and really help your developers with basic things like editing the layout, assets, animations and in some cases, your own experiments. That's how I learned. Additionally, you can decide to prototype directly in Swift Playground. You will also learn the best practices encouraged by Apple such as designing for iPhone X, naming conventions, how to organize your files, usage of Storyboard, libraries, etc. Those skills are totally transferable to Framer, React or Android.

    You are always welcome to try it out and if that's really not what you're looking for, it's totally refundable!

    1 point
  • Posted to Design + Code v2, Dec 17, 2017

    Hi Spencer,

    Disclaimer: I'm the author. To answer your question and to get straight to the point, yes, it's truly a step-by-step tutorial on how to build the app. Currently, we have chapter 1, 2 and half of chapter 3 delivered. In total, 46 sections with an average of 1300 words, and a 30 mins video to accompany each section. An example of a video is: (imagine this topic divided into 40 sections that explain each step).

    We've already released the source code of the final app to our readers. In addition, we've shared the beta version of the app via Testflight.

    By the end of the year, we'll have 20-30 more sections on Swift. I was crazy enough to think I could get all of this done by November 14 while starting an entirely new team of 10 during the holidays, but this time, it's real. The exciting part is that we have so much more content coming: Framer, React, ARKit, etc.

    Happy to answer more questions!


    18 points
  • Posted to Flawless App — tool to compare original designs with developer’s implementation, Oct 11, 2017

    Been using this for check my designs on the iPhone X. Really neat that it works perfectly with Sketch files, and auto-detects all my Artboards. Love the switch and compare mechanism.

    1 point
  • Posted to - Learn to design & code for iOS 11, in reply to Aubrey Johnson , Sep 27, 2017

    Hi Aubrey, definitely going to make a major update for that soon! ;)

    2 points
  • Posted to - Learn to design & code for iOS 11, in reply to Cole Roberts , Sep 26, 2017

    I'm actually hoping to up my game in the video department. Now that I'm getting more comfortable with Cinema 4D and diving deeper into Screenflow, I'd like to bring more animations and transitions!

    Thanks Cole, Thomas and Raphael for report.

    0 points
  • Posted to - Learn to design & code for iOS 11, in reply to Raphael Loder , Sep 26, 2017

    Facepalms I can't believe I left the autoPlay on as I was trying to deal with the video bandwidth issue and pause() when open. :/

    This is embarrassing and I'm sorry. Thank god for Safari's blocking autoplay with non-muted videos. At the same time, if I used Chrome as a default browser, I'd have caught that firsthand...

    *Update: it's been fixed!

    2 points
Load more comments