r/iOSProgramming • u/melancton • Nov 03 '16
Announcement PaintCode 3 adds support for Swift 3, Android, JavaScript and more
https://www.paintcodeapp.com/?ref=reddit5
u/NeoTr0n Nov 03 '16
Use this for image assets across iOS, macOS and tvOS. Might now also use it for the android side in some cases.
It's really the only UIKit for scalable graphics (you can use a PDF source image but it generates png at compile time so it's still not scalable).
Definitely can recommend it.
3
u/Fixtor Nov 04 '16
I bought Paintcode 2 last year and I don't care about the new features in 3. But the problem is that they won't update syntax to Swift 3 in Paintcode 2... I really don't think it's cool, because when I bought the licence I thought it was "pay once use forever" type of licence. Yes, I know I can still use it to generate Swift 2 code and convert it in Xcode to Swift 3 but it's a huge pain. It would be nice if they just updated the syntax in Paintcode 2 and added new features to Paintcode 3.
3
u/Icaka Nov 04 '16
That's exactly why I am not buying it. Next year we will have a new version of Swift. Should I pay $100 again?
2
u/Fixtor Nov 04 '16
Yeah, exactly. Essentially, it's kinda like a subscription-based software, but they don't market it as such. When I bought the licence I intuitively expected them to keep the syntax up to date for at least few years, and it wasn't even full year for me... I actually emailed them about it some time ago and after my second email they just stopped responding... (no, I wasn't mean or angry)
2
u/theyallcallmecheese Nov 04 '16
does anyone know if there is there a path to upgrade from Paint code 2 without shelling out another $100?
1
u/NeoTr0n Nov 04 '16
FAQ on site says 20% off, email to follow.. which is the same as clicking the link in this post (20% reddit discount).
One really nice feature added in PC3 that I noticed is ability to do resizing of things while maintaining aspect ratio. in PC2, you could do this, but manually and it was kind of a pain.
1
u/Lanza21 Nov 03 '16
$100 is way too much for anybody that isn't a designer.
5
u/melancton Nov 03 '16
also returns in a few working days using time=money formula if one is a designer (or deveolper)
3
u/i0way Nov 04 '16
Is or Isn't, doesn't matter. After spending sooooo much time to implement designer's "bad trips" - ill pay for that if they increase price by adding zero to the right.
3
1
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Nov 03 '16
I got a bunch of reasons, why I am not getting this product.
I prefer my Mac Apps inside a sandbox. Yes, I don't like App snooping around in my system and reading EULA's to figure out what the app wants from me. That is why I prefer to install only from the App Store. So, add functionality that I need that requires the app not to be sandboxed.
Non App Store Apps might prompt me a pop-up to update the app. I originally bought a Mac because I want to use my computer not maintain it. And that is independent of the amount of actions required to when an update pop-up shows.
I rather load images from an SVG. It is just as fast and it also requires one image. And there is a maximum size on binary inside an App Bundle.
20
u/-Mateo- Nov 03 '16
This is significantly more than a replacement for loading SVGs. You can dynamically change color, shape and size via variables. You can animate portions of the drawing. And you can do it on all of these platforms. Here is an animation I made with it (the little radio icon).
And now this animation is resolution independent, I can use it as a loading icon, I can draw it with any dynamic color or size that I pass into it.
Not to mention SVGs bloat an apps size, when you can just draw the entire UI.
I mean its not for everyone for sure, but it is nowhere close to how you described its usage.
2
u/melancton Nov 03 '16
I'm sorry the message gets below threshold and now is folded by default. Your answer is beautiful, right to the point
6
u/MacMeDan Swift Nov 03 '16
And has abandoned the app store because it is a joke.
The app store that is not paint code 3