June 18, 2025
Quite a lot has happened since the last dev log, apologies for that. I also apparently never committed, including the previous devlog. Scary times indeed.
Added quite a few shop items, and made the shop pull from an external JSON file instead of being hard coded into the shop logic. This makes it much easier to actually make changes, and means I can quickly change the shop for debugging purposes.
The auto incrementer is even better than before. I can increase the amount of auto money generated. As a result of this, a 2 hr limit has been imposed to offline generation to prevent infinite money.
There are now button arrays! This means multiple manual buttons can be displayed, each with their own multiplier affecting Tap Strength. I also added an automation button arrays, which allows the user to tap to increase the amount of money automated generation makes.
Added colorful buttons. I will have to think about accessibility with this, but for now you can make the buttons change color on tap and/or every second with a shop item. Buying a second item makes them randomly generated 10x their intended value. FUN!
Probably a bunch of under the hood changes that frankly I could file under “Bug fixes and improvements” Classic I know
Been a while since my last log. I have made the shop even more robust by adding a requirements parameter. This allows the shop to only show items if a different item has been acquired. I may also implement an “All-Time Money” requirement as well, not sure at the moment.
I also implemented tap strength. This means I can now make taps worth more money based on items purchased. I may also add ways to temporarily increase strength through random events, also not sure right now.
The UX needs a bit more work, but I don’t want it to be too cluttered. The debug messages and buttons at the top will be removed before shipping though.
Added a snackbar-like in app notification system to alert the user of certain errors, warnings, and incoming friend requests. This should help ensure the user is fully aware of what is happening on the Account tab.
A critical bug on the Maple server was fixed. SocketIO was not emitting due to a newly broken function. A new function with modified logic was implemented (with permission from @Cattn [GitHub/Discord]).
MusicKit is basically fully complete. I can pull a list of tracks, grid of albums, list of artists, and user playlists. The queue gets set properly, and I can control the music in both Maple and the native player.
(Note: Due to FairPlay DRM, the screen recording attached has no audio. The controls for Apple Music also start becoming unresponsive as a result of this. I'm actually shocked it appeared to work as well as it did for most of the video.)
MusicKit integration now sends the now playing data from the Apple Music app to the Maple API, meaning friends can now see what iOS users are listening to if they want to stream songs. This also works with MapleRPC, including album art.
Currently working on streaming songs directly in app, MusicKit and MediaPlayer are not documented well 😔
Started to implement MusicKit, which I plan on using to allow Apple Music Users to share their NowPlaying information to friends via Maple's API.
I am able to prompt the user to allow their media data to be shared with the app, and then subsequently check this allowed state when navigating to the view, across app launches.
It is quite far into the development cycle, but I am finally putting up this project into Summer of Making. I have finally opened a Pull Request into the CIder repository and am starting to get testers on TestFlight. The app works on both iOS 18 and the new iOS 26 Dev Beta (with a Liquid Glass UX).
This was widely regarded as a great move by everyone.