John is MacStories' Managing Editor, has been writing about Apple and apps since joining the team in 2015, and today, runs the site alongside Federico.
John also co-hosts four MacStories podcasts: AppStories, which covers the world of apps, MacStories Unwind, which explores the fun differences between American and Italian culture and recommends media to listeners, Ruminate, a show about the weird web and unusual snacks, and NPC: Next Portable Console, a show about the games we take with us.
Federico and John pick two apps and discuss how and why they use them for their work. For the first installment of Pick 2, Federico covers Ulysses and how he’s used it over the past year and for the iOS 11 review he is currently writing and John explains how he uses FullContact to keep in touch with developers and sponsors of MacStories and AppStories.
Resynth creates a novel experience by fusing synthesizer tunes with a puzzle game. Stripped of the musical components, Resynth would be a fairly standard puzzle game that requires you to push blocks into positions and flip switches on a map to move to the next level. What makes Resynth unique though, is its music.
Each level begins with a looping synthesizer track. As you move blocks into the correct positions and toggle switches, notes are added to the loop, evolving the music. The changes to the music provide an added sense of accomplishment as you play. Pack 1 includes 36 puzzles. Pack 2 has another 36 puzzles that can be unlocked by earning stars or with an In-App Purchase.
Throughout each level, a white line loops across the screen in time with the synth loop, adding a sense of motion to the music. Also, once a block is pushed into position, it pulses to the beat. The approach reminds me of Sound Shapes, a musical platformer available on the Sony PS4 and Vita that combines music and motion in a similar way. Although Resynth is a very different game, the effect is similar, adding a sense of progress and motion to each level.
The mechanics are straightforward. You push blocks around the map by swiping. Moving around faster can be accomplished by swiping and holding. The levels get progressively harder requiring more complex maneuvers like moving two blocks in tandem. The maps become more complex too, limiting the space available for moving blocks into position. If you get a block stuck in a place where you can’t complete a puzzle, there are undo and restart buttons, which I appreciate with this type of game.
The challenge is mostly in the puzzles themselves, with one qualifier. There is a star system tied to each level. Stars are earned based on time to complete the puzzle and the number of moves it takes you to do so. Fortunately, it’s easy to ignore this, which I’ve been doing because I prefer the low-stress approach to this sort of puzzle game. The one downside to ignoring the star system is that unless you earn enough stars, you won’t be able to unlock the Pack 2 puzzles unless you buy the In-App Purchase. Still, challenging puzzles combined with an excellent soundtrack make Resynth an excellent way to unwind over the weekend.
Equinux, maker of VPN Tracker, Mail Designer Pro, and other products has a fascinating look at the tech behind App Store gift and promo code cards that can be scanned and redeemed with an iPhone or Mac’s camera. The company wanted to make scannable cards of its own to hand out at events, so they began investigating how the alphanumeric codes found on the back of the cards work. It turns out there’s quite a bit to it.
When you look at some of the other folders inside iTunes, we found a tantalizing plugin called “CodeRedeemer.” It showed promise. But alas, no font files there either. The app binary does give a hint of where the heavy lifting is being done: “CoreRecognition.framework.”
Inside the CoreRecognition framework were two fonts, Scancardium and Spendcardium, which, along with the surrounding rectangle, are the keys to creating custom cards.
The entire story is an impressive bit of sleuthing and well worth a read. If you’re a developer and would like to make scannable codes of your own, Equinux’s post includes instructions for doing so, along with Sketch, Photoshop, FileMaker, and Mail Designer Pro templates.
At WWDC, I was disappointed that the iOS 11 announcements didn’t include a shelf where content can be temporarily parked. When Federico and Sam Beckett made an iOS 11 concept video earlier this year they included a shelf, which felt like a natural way to make touch-based drag and drop simpler. I found the omission in the iOS 11 beta somewhat surprising. On the Mac, people use the Desktop as a temporary place to stash items all the time, and without a Desktop on iOS, a shelf that slides in from the edge of the screen seemed like a natural solution. In fact, it’s a solution that has an even more direct analog than the Desktop on macOS that makes a solid case for implementing something similar on iOS: Yoink, from Eternal Storms Software.
Sticky AI Sticky AI is a simple iOS app with an iMessage app component. All you need to do is open the iOS app and take a selfie or a picture of someone else. The app crops out everything except you. Add some text and a sticker-like border if you want and then tap...
Question: Is there any way to generate a Home screen icon that will take me directly to a specific Google Sheet? Or would one of the Launcher apps be able to create such a shortcut in the widget view? (Jacob)
OMGmoji This sticker pack has undergone a significant expansion since it first debuted. There are over 5,500 hand drawn stickers that feature a light-hearted doodle style. The stickers are grouped into categories to make it easier to navigate this vast collection, which requires a monthly or annual subscription to access. Yam Fam The playful...
Earlier this year, the volume of junk phone calls I got on my iPhone started to increase. At first, it was a couple per week, but it wasn’t long before it became a couple per day, which became disruptive and annoying. I remembered I’d seen a post on Marco Arment’s blog about robocall blocking...