Icons, Icons, Icons

In the App Store the icon is your only bait. Developing a good icon takes a lot of time and effort. We had an especially hard time capturing what we wanted to say with the Omegapixel icon. I don't think we hit the nail on the head with the Omegapixel icon, but I thought I would share the journey we took to get there regardless.

Omegapixel's original graphics consisted of simplistic bright shapes on a black background. They lent themselves to a simple and easily recognizable icon:

When the graphics evolved, we tried using in game elements as part of the icon:

The imagery didn't feel compelling, so we pulled elments from a watercolor that Steve painted:

After trying a bunch of combinations, we decided to focus on the ship and the Omegapixel:

At this point we liked the general idea, but the ship didn't popped. Everything bled together when scaled down. We experimented with drop-shadows, colors, contrast, and thickening key lines:

After a few more adjustments we ended up with this:

Have a better idea for an Omegapixel icon? Please share it!

Recording iOS Gameplay Trailers - Sound Stage & iSimulate

You've finally wrapped up that first game and want to show it to the world. Time to make a trailer! Most advice about contacting reviewers suggests providing a link to a gameplay video. I understand why. I am not a professional reviewer, but when someone sends me a link to a new game I want to see it in action.

There are a wide array of tools available for recording trailers and what works best for you will depend on your needs and your budget. Two of the tools I have used are Sound Stage and iSimulate.

Sound Stage

Sound Stage is an OS/X app that allows you to screen capture your entire desktop, a specified region, or the iPhone Simulator output. It is available on the Mac App Store and only costs $5.


  • Easy to use
  • Optimized for utility apps
  • Fair price
  • Designed for capturing from the iPhone simulator


  • No simulator audio capture
  • Optimized for utility apps

Using the App

There are a number of options that allow you to set the quality, output file, viewing area, and touch indicators. One option that is lacking is simulator audio capture. This isn't a big deal for utility apps, but as game developer it is a feature I miss. They do provide audio capture from the built-in mic or the input jack so I could jerry-rig something, but it would be nice to have it baked in.

The best thing about the app is that it is very easy to get up and running. Just click the big red record button:

The app also allows you to select a soundtrack and drop in images so you could build an entire trailer using it. I prefer to use it for screen capture only and edit video in a more powerful solution.

This approach began to fall down for me when I needed to record footage from an app that required me to touch the screen in multiple places at once. I'm just not that fast with the mouse. This isn't a Sound Stage problem, it extends right through to testing on the simulator. There are shortcuts for the basic multi-touch gestures, but games often move beyond that.

The approach I used for Four Hats was to port it to OS/X and then map keyboard controls so I could simulate touches in all the right places. Cocos2d makes this pretty simple but it still takes some work and isn't going to work for every game. Then I discovered iSimulate.


iSimulate allows you to send the multitouch, GPS, accelerometer, and compass data from your iPhone to the iPhone simulator. The SDK is free but to use it you need to purchase an app from the iOS App Store that costs $16. I have to admit there was a bit of sticker shock looking at an app that costs 16X most of my App Store purchases. I then felt pretty ridiculous for feeling shocked about spending $16 on something that will save me hours. I believe in using good tools to magnify the effect of your time and this is one that is well worth it. This is a great tool not only for recording footage but also for debugging.


  • Easy to get up and running
  • Multi-use tool: gameplay trailers, faster debugging
  • Good documentation


  • Sticker shock (for an iPhone app)
  • A bit laggy
  • Ugly UI

Using The App

It is simple to set up an app to work with the iSimulate SDK. Download it. Link to it. You are done. One thing to note is that if you are not using CoreLocation in your app you will still need to link to it while linking to the iSimulate SDK or you will get a few linker errors that look like this:

Undefined symbols for architecture i386:

 "_OBJC_CLASS_$_CLHeading", referenced from:

_OBJC_CLASS_$_iSimulateCLHeading in libisimulate-4.x-opengl.a(libisimulate-opengl.a-i386-master.o)

Once you have your app up and running in the simulator you can launch iSimulate on an iDevice on the same WIFI network. You should see your computer in the list. Tap it to connect and then the data starts streaming.

Don't be scared off by the UI. It is one of the ugliest apps that I have purchased, but it works. I definitely suggest you read the documentation here. They have a few screenshots with legends that will help you get around.

If you are using iSimulate to record gameplay footage, then one of the first things you will want to do is remove or change the touch indicators. The default ones are giant gray circles.

You can remove them entirely by adding the following code to your AppDelegate's applicationDidFinishLaunching method:

if (NSClassFromString(@"iSimulate")) {

[NSClassFromString(@"iSimulate") disableTouchesOverlay];


If you want to replace the touch indicator simply add an image to your project named "isimulate-touch.png". There is a lot more useful information in the provided documentation so I suggest you check it out.

There is also an option to stream simulator output back to the iPhone which I can definitely see being useful.

I found that if I used iSimulate in conjunction with the simulator for more than 5 minutes the target app would start to slow down to a crawl. This happened both while connected to the debugger and while running the app independent of the debugger. I tested the same app without iSimulate connected and there was no lag.


I recommend adding both Sound Stage and iSimulate to your indie game dev toolkit. Both have flaws but save more than enough time to outweigh their cost.

If there are tools out there that fill these gaps at a lower cost or more completely, please share.