Odobo launches…


In 2 days time, I will be marking off the first year with a company I fell in love with and was lucky enough to become part of. It also marks the time around which I stopped blogging regularly, coding in my spare time, and in general, having spare time.

For the past 363 days, I have been living Odobo. I have been part of a niché team of individual talents that have taken an incredible yet ambitious idea, drawn on our experience and skills and left all doubts at the door. I have been part of team that embarked on what has turned out to be more than just a voyage of creating industry-shifting technology.

What is Odobo?

  • Odobo is a company that is challenging the high barriers of entry into the regulated online gambling market.
  • Odobo is a company that is challenging the norms and ‘best practices’ of solving challenges in the online gambling industry.

Odobo is also the place where I have had to solve the biggest technical challenges of my life, grow a team of professionals in the way that I have always wanted to, and foster a culture of creativity, curiosity and hard work where everyone is invited to question current thinking and patterns. More importantly, everyone is challenged to always look for better ways to achieve our goals.

I could tell you what it is that Odobo does, however I know that the Odobo website will be able to convey the message far better than I ever could.

I hope that I will find time to blog a bit more, but there is still a mountain of work to get through and new challenges to discover and conquer. If you think you have what it takes to join the Odobo team, why not visit our recruiting site at http://odobo.recruiterbox.com and see if we have a position that could excite you.

Startup items on the Mac


Ever needed to stop an application from launching on startup? Couldn’t remember all the places that OS X can put these little nuggets of automation?

A colleague of mine put this together and passed it on to me.

Since I have been on this particular merry-go-round before as well, I figured I’d just put it into a blog post in case I (or anyone else) ever needed a reference point:


Since Lumi…


It has been almost 3 months since Lumi released, and I’ve found myself in a bit of a hole with regards to prototyping new ideas and just generally writing new code.

Has this ever happened to you, where after coming off a highly motivating project, you suddenly lose motivation to do anything new apart from maintaining the now-released app-o’-awesomeness?
If yes, what did you do (if anything) to get yourself to start creating again?

Lumi and Lumi HD have gone into review!!


I’m excited, and at the same time nervous. This is the first app I’ve done with StoreKit integration, and I just can’t shake the feeling that something, somewhere, is going to go wrong…

Oh well, the worst that can happen is a rejection. Lets hope it doesn’t happen :)

Lumi Teaser Video


Here is a teaser video of the new Lumi game….

Lumi: The starting screen

Lumi submitted to App Store


I am proud to announce that at 22:51 on the 31st of December, 2010, our latest game, Lumi, has been submitted to the App Store for review (and hopefully approval *nudge nudge @ Apple* :)

As a taster, here are some screenshots of this up and coming puzzler…

Lumi: The starting screen

The game is a puzzler where you take control of light beams and direct, reflect and filter them in order to get them to hit their targets…

Lumi: An intermediate level starting out

Most puzzles have more than one solution… and some cool particle effects when you get a light beam to hit the correct target….

Lumi: A solution in action...

As soon as I hear from Apple (approval or rejection), I’ll update.

Might also post a video of the game in action once its done….

Happy New Year everyone!!!

VS2010 and C++0x typesafe enums


While playing around with typesafe enums, it struck me that what I had believed to have been the ‘C++0x typesafe enum’ syntax did not seem to reflect in VS 2010.

I was expecting the following code to work (and create an enum where each value was 2 bytes wide):

enum class NewStyleEnum : unsigned short {NSE_One, NSE_Two };

However, it turns out that the MS VC2010 doesn’t like (read: support) the keyword ‘class’ following the keyword ‘enum’. However, by just removing the ‘class’ keyword (I thought the ‘class’ was required per standard), the code compiles fine and one of the beauties of this is that I can finally constrain the size of my enums.. as in the following:

#include <iostream>

enum OldStyleEnum

enum NewEnum : unsigned short

int _tmain(int argc, _TCHAR* argv[])
  int *pInt = nullptr;
  OldStyleEnum eOSE = OSE_One;
  NewEnum eNE = NE_Two;

  std::cout << "OSE size: " << sizeof(eOSE) << std::endl;
  std::cout << "NE size: " << sizeof(eNE) << std::endl;

	return 0;

which results in a very satisfying output of:
OSE size: 4
NE size: 2

Visual Studio 2010 – my first impressions….


Today I decided to give Visual Studio 2010 a whirl. As a precursor I let my facebook friends know that I was doing this as my ‘Xmas pressie’ to myself, and as promised, went ahead, made a pint of coffee and settled in to explore ‘the latest and greatest’. Bearing in mind that for the last few weeks I have been coding exclusively in XCode on my iMac, so exploring the ‘new’ VS was very very exciting for me.


Thought: Raw Materials – Ideas and Time


I have been working on a small iOS game for the past few days (whenever I managed to find time to do some coding). The beauty of this project for me was that I was able to combine skills that I knew well and incorporate those with a new language (Objective-C), new ideas (touch interfaces) and a new UI framework (Cocoa). I realise none of these technologies are ‘new’ per say, but they are new to me in terms of experience and exposure. Most of my experience has been developing on Windows platforms, and this was also my first foray into using Apple’s XCode dev environment (love it!).


MasterMind Code Breaker released on the iTunes App Store


After a week of waiting, my first iPhone game, MasterMind Code Breaker, has been approved and released in the iTunes App Store!

The game boasts a professional, steam-punk styled interface by Karen Mc Dade, and has been released as a free and paid for app (the paid for version has more levels to play). Although this is not really a plug article for my own software, the link for those interested is : http://itunes.apple.com/gb/app/mastermind-code-breaker-free/id398906513?mt=8

In a few days, I will be writing an article about how I created this small game (and describing the component architecture I used in order to incorporate C++ and Objective C in the app.

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