Moving Around the Interweb
Cogitu.com is changing webhosts this weekend - so if things look strange for a bit, that's probably why. Everything should be up and running within 24 hours or so.
Cogitu.com is changing webhosts this weekend - so if things look strange for a bit, that's probably why. Everything should be up and running within 24 hours or so.
If you've been waiting on the Budgee CSV Export fix, you'll be happy to know that the update is now live in the App Store. (The e-mail from Apple came in about 30 minutes ago, so it may be a few hours before the update starts showing up for you in iTunes itself.) If you still have CSV export issues AFTER installing this update, please e-mail support@cogitu.com with your specific issue(s).
Quick update on the new version of Budgee that addresses the CSV export bug... The update was submitted to Apple for approval on Feb. 1st. I had hoped approvals were moving fairly fast which would mean the update would be live by today (Wednesday Feb. 4th). That obviously hasn't happened and I haven't heard anything back from Apple - so I don't know how long it will be before the update is live.
Hopefully, everything will be approved in another day or so...usually the approvals do not take longer than a week unless Apple finds something they want changed first (in which case, it takes about 2 weeks for them to let you know what is going on). I'll post an update here once I get the green light from Apple.
I received a Budgee bug report from Kathy F. about a month ago stating that CSV export originally worked fine for her and then suddenly stopped working. Since then, I've been trying everything I can think of to reproduce the bug, but I could never duplicate the issue...until now. I'm not sure what changed, but this morning, I was finally able to reproduce the issue. If you click the "Export to CSV" button and then the export menu slides away but the e-mail app does not open, then you're experiencing this same issue. This bug seems to be caused by a change Apple made with iPhone OS 2.2.0 and higher - so if you haven't updated for some reason, you are probably not seeing this issue.
I'm currently working on a fix and should have the update submitted to the app store late this evening. I'll post again once everything is in the App Store, but hopefully the update will be downloadable from the App Store by Wednesday Feb. 4th if not earlier.
In the meantime, if you'll hold off on resetting your budget until Wednesday (and track new expenses via an alternate method temporarily), you'll be able to export your existing data again. If you don't care about doing an export, then you can just keep using Budgee as usual.
I'm like a lot of software developers in that one of my "dream projects" has always been to create a video game. Building useful software is quite fun - I've enjoyed it since the beginning and will continue enjoying it (particularly as Budgee Version 1.5 is being built), but there's something special about programming a game. Until now, I've only tinkered with game coding - just enough to get an idea about how it's different from "productivity" development. From a technical standpoint, game programming is quite challenging, but for me, the show stopper was always the "creative" part. I can write tons of code, but I can't draw or design worth a hoot. Well, as luck would have it, I've recently found out that one of my co-workers (Chris), who happens to be a fantastic graphic designer (he did Budgee's icon), has also always wanted to make a game. After talking things over, we agreed that we each have the skills the other one lacks, we share a common goal, and now is a great time to create a game (particularly for the iPhone/iPod Touch). We both decided to think about it and see what we could come up with. On November 23rd, 2008, Chris sent me an e-mail entitled "iPhone Game Concept", and our new game was born...
Introducing...
So we've been working on this concept for a little over a month at this point...mostly doing tech prototypes and initial graphic designs. We're still pretty far away from releasing the game - probably around 2 months away if all goes well, but I wanted to give those of you that read this blog an early look. Since this is the first game either of us have undertaken, there are plenty of things we have to figure out along the way. We've both played plenty of games, but to go from wanting to build a game to turning it into a reality is quite a challenge.
The basic idea for the game is that it's a cross between a "sliding puzzle" (where you have tile pieces that have to be moved into a certain configuration, but only certain moves are allowed) and a "rolling ball" type of mechanic. Additionally, there will be a bit more flavor to it than that, but if you combine those two concepts, you've got the core concept of ROLLAB. I love this concept because it's a great fit with the iPhone/iPod Touch's touchable display (for sliding tiles) and the accelerometer (for controlling the ball).
To give you some idea of what I'm talking about, here's an early (as in pre-alpha) version of ROLLAB:

You'll start off with a sample of Recombinant Organic Liquid, or "ROL" (the green sphere in the shot above), which will be placed within a test chamber. Your goal will be to observe & guide the ROL as it experiences different stimuli which are provided by injectors (the small silver object with the 5 green spheres inside) located at various points within the chamber. Within each chamber, there will be an exit point (the red opening in the bottom right) that you must guide the ROL to in order to complete the experiment, but in order to do so, you'll have to overcome certain challenges. You'll have the ability to manipulate the test chamber by rearranging certain objects (the white blocks in this example), but some objects can only be manipulated once certain conditions are satisfied.
At some point in the not too distant future, Chris will be posting some of his thoughts about the game development process from his perspective and I'll be doing the same from my perspective. Hopefully it'll be interesting to watch the game's progress (particularly if you're wondering what it would take to create an iPhone game). We still have tons of issues to work out (e.g. how to calculate a player's score, developing the sound components, several more secondary game mechanics, etc) and as we work though each of these, I'll share our thought process right here. So expect to see plenty more ROLLAB posts (particularly about the technical challenges) on this blog soon...I may even get an early gameplay video online in the not too distant future so you can really see why Chris and I are so excited about this project.