Matt | ShipThat.App
@msiatrak
Speed up your SwiftUI journey with 🚀save +50hrs and dive into the $86B market! Here to help you succeed. Also, dad 👨👩👧, husband🤵 & foodie 🍱
Two weeks into the PromoShots beta, the useful feedback is very plain: people are getting to a finished App Store set before they lose patience. That is the problem I wanted to remove. promoshots.app #buildinpublic
I keep using the same boring screenshot to test PromoShots. Useful test: every template has to carry it differently, not just look good in a demo. This is that screen across 9 looks. promoshots.app #buildinpublic
What I want from PromoShots: open it with messy screenshots, leave with a full App Store set before motivation disappears. No big design session. Just enough structure to get it shipped. promoshots.app #buildinpublic
Still figuring out how opinionated the templates should be. For this dating-app set I went warmer and softer, because the first few seconds matter more than listing features. Not a template gallery. More a tiny arc. promoshots.app
Before/after iPhone screen tweak for #prehistorik2 Not as straightforward as expected: enemies/bonuses spawn just off-screen (hardcoded). To avoid recalculating, I reveal the background on a new layer while keeping assets tied to the old 320x200 window.
Something new is brewing. Another stroll down memory lane. #buildinpublic Any beta tester volunteers?
Not exciting, but useful: PromoShots exports exact App Store sizes. iPhone 6.9-inch, iPad 13-inch, PNG, JPEG, ZIP. I mostly built this to avoid the stupid "why is this 4px off?" moment. promoshots.app #buildinpublic
Trying not to overthink this template. For an AI photo editor, the result matters more than the feature list. So Glow Up starts with before/after and lets the rest support it. promoshots.app
I tried using one AI as the whole team: Plan. Reason. Code. Test. Review. It worked - until context became the bottleneck. Now I orchestrate specialists: Right model. Right job. Better output. Faster shipping. The future isn’t one smarter model. It’s smarter orchestration.
Testing PromoShots outside the usual shiny fitness-app examples. This one is finance: lighter colors, quieter layout, less noise. Same screenshots. Different set. No design session required. promoshots.app
Finished reading Tiamat's Wrath yesterday. Just one more book left in the series. The best sci-fi series I read AND first 6 books got a TV series - the best sci-fi series out there! #expanse
This started with my daughter asking about the first game I played. Now I keep wondering if the caveman should have a cavewoman option. Same physics. Same levels. Same club. Just her on screen. Sprites are already there.
I made this PromoShots set quieter on purpose. Finance screenshots should not shout. They need to feel calm before the copy even matters. Money Talks is 6 panels: clarity, control, proof, CTA. promoshots.app
Small milestone: Prehistorik 2 is running on my iPhone at 60fps. Caveman moves, jumps, clubs things. Physics are checked frame by frame against the DOS original. Still strange to hand my daughter the first game I remember playing.
The game code is plain Swift now. SpriteKit draws. SwiftUI wraps. Touch controls sit above it. The hard part is the old logic: hidden bonuses, moving platforms, teleports, weird little rules I only notice when they feel wrong. #gamedev
I keep thinking the MCP/API side might be the more interesting part. An agent can send screenshots + a set name and get back finished App Store panels. Tiny spec, real output: {"set":"money-talks"} promoshots.app #buildinpublic
Enemies were the hard part. The original runs them off two tables. 13 behaviours each — ambushers, floaters, chasers, pouncers, shooters. Each is its own state machine. Claude ported all 13, tick for tick. I just played, looking for the ones that scared me as a kid.
New in PromoShots: set templates. Not one screenshot — the whole App Store set. 5–6 screens with a story arc, headlines, layouts, and one background flowing across every panel. Drop in your screens and ship. This is "Zen Flow" 👇 promoshots.app
The asm gave up the real numbers. The ones that make it feel like the game I remember. 320×200, 16 colours, a fixed-step loop and 12.4 (!!) fixed-point physics: gravity, fall speed, jump, walk caps don't 'fix' a weird number. Find it out! BTW see this pixel art!
So I shipped a simplified, mobile-friendly studio to get you going on the go 📱 Pick a set template → add screenshots straight from your camera roll → edit the captions → save to cloud. Then fine-tune + export on your laptop. Try it on your phone → promoshots.app/studio
Instead, Claude ran the actual game inside a CPU emulator. Let it unpack itself in memory. Grabbed the live code the moment it woke up. Then disassembled 64KB of 16-bit x86 to find the logic. My job was small. Read the results. Check they made sense.
The detail that makes a set look pro: one background flowing continuously across every panel, with the device gliding through it. In PromoShots it's a single toggle. promoshots.app
My daughter asked what the first game I ever played was. Prehistorik 2. A caveman with a club. Around 1993. I got nostalgic. So now I'm rebuilding it for iPhone. Not alone. Claude (Opus 4.8 + Fable 5) does the hard part. I steer, and I check if it still feels right. 🧵🦖
Don't want to design at all? Just ask. "make me 3 dark App Store screenshots for my running app" → a finished set at exact size, via the PromoShots MCP. Works in Claude, Cursor, or your own agent. Free beta 👉 promoshots.app
Same screenshots. Completely different look. One click. Swap the template, background, device and font and your whole set restyles at once — try 10 directions before your coffee's cold. promoshots.app (free beta)
Fitness, finance, productivity, wellness, music - PromoShots doesn't care what you ship. Drop in your screens, pick a vibe, export at exact App Store size. Done. Free + unlimited in beta 👉 promoshots.app