Post your questions for the plasqers in comments.
Upcoming...like next week if we can pull it off given the time differences between Zürich, Paris, Charleston, and Melbourne, Australia : ) Now, that's a global collective guys and an interesting model for creating software. ComicLife won "The best new product to OS X" at the Apple Design Awards (Macworld roundup). This is not their first app, however, see also: RAX, wormhole, and musolumo.
In case you missed the Apple profile of plasq and their love for Cocoa, read here
plasq and I would like to have your questions over the next few days. So, post your comments here and we'll get to as many as possible during the interview with the plasqers.
Check out the rave reviews for ComicLife from around the web:
Comic life has received 5/5 from MacUser UK, 5/5 from Deep Thought, 5/5 from Macloaded, and glowing reviews from MacCast, appleshift, Mac 360 among many others! Indepth review from MacMentor is a great overview of Comic Life.


What tools were used to develop the program?
Posted by: john | 26 August 2005 at 12:31 PM
Have you created your own frameworks and do they function as a product platform for your company?
Also, have you been able to take advantage of the messaging aspect of Objective C. Any stories that show the flexibility of Cocoa?
Thanks,
Posted by: Steve | 27 August 2005 at 02:47 PM
With the success of Comic Life on the Mac platform, have you begun the process of porting Comic Life for ditribution to the massive Windows marketplace? What is the likely ETA?
Posted by: Mark | 29 August 2005 at 09:57 PM
How did you guys get to this idea? Was it by watching American Splendor perhaps? :)
How do you manage to work together at such distances? Is there some kind of project and taskmanagement software you use?
Is it a full time job or do you combine it with another job?
Thanks already and thanks for this great show!
Posted by: Damien | 30 August 2005 at 04:02 AM
I need a non-e way of making my demo copy of Comic Life. Very important to this paranoid.
Posted by: Joe Palmer | 01 September 2005 at 07:47 PM
Oops forgot to say "honest". I want to pay money for the program WITHOUT using e-stuff.
Posted by: Joe Palmer | 01 September 2005 at 07:49 PM
Thanks for the questions guys! We did the interview today with Blake. Was fun. Hope it turned out okay :)
Joe, Non-e? You mean non electronic way? You don't like paying with credit card or paypal on the net?
You might have to wait for the boxed version if that is the case.
If you can use paypal, email us here and we can arrange it:
http://plasq.com/contact/
Posted by: Cris Pearson | 02 September 2005 at 05:27 PM
Hi guys,
I was wondering what some of the challanges were when developing software where members are scattered around the world?
How were some of those overcome, or which ones are have you not found suitable solution for?
Regards,
Diego
Posted by: Diego Barros | 05 September 2005 at 09:22 PM
How much longer do I have to wait until Cimic Life is sold in stores? Christmas is coming and must fill the stockings...
Posted by: cheryl | 25 September 2005 at 06:00 AM
How much longer do I have to wait until Comic Life is sold in stores? Christmas is coming and must fill the stockings...
Posted by: cheryl | 25 September 2005 at 06:01 AM
We will be redoing the interview. So keep posting questions! :)
Posted by: Cris Pearson | 03 October 2005 at 06:25 PM
Does your product provide any support for creating a story model? A story model is similiar to a design pattern in software development.
For example, you could model a number of archtypes:
Hero
Holdfast
Threat
Star Wars was based on a story model developed by Joseph Campbell. James Bonnet has extended this model in his book -- Stealing Fire from the Gods.
Thanks,
Steve
Posted by: Steve Neiderhauser | 05 October 2005 at 10:51 AM
I bought a copy, although I've used it only once to produce a greeting card. But I wanted to support your efforts! Thanks for a great Mac-only application!
Being a Mac developer in spe myself, I have the following questions:
1. How long time did it take to do the actual coding of CL (for how many developers)?
2. What turned out to be the biggest obstacles during the coding process?
3. CL being a somewhat "narrow" application, how many copies have you sold?
Posted by: Joachim | 06 October 2005 at 10:58 AM
Related to Diego's question above, I have the following to ask:
I just wondered how do you deal with the various tax laws of the countries where the team members work/live (be they personal/company/local/government/sales taxes etc) I wondered what sort of overhead in terms of expense and time it all involves, if any, since Plasq isn't really huge (yet!)
Were there any other business-related issues (as distinct from say coding/development issues) which have proven challenging as well.
Thanks.
Posted by: Bryce | 07 October 2005 at 12:05 AM
Happiness lies not in the mere possession of money ; it lies in the joy of achievement , in the thrill of creative effort .(Franklin Roosevelt , American president )
Posted by: christian louboutin | 04 November 2010 at 04:46 AM
oh so funny!
Posted by: moncler jackets | 12 November 2010 at 01:59 AM
oh it's so great!
Posted by: air jordan | 12 November 2010 at 06:50 PM
Thank you for the questions guys! We did the interview today with Blake.
Posted by: ClubPenguinCheats | 18 May 2011 at 12:48 AM
I wanted to support your efforts! Thanks for a great Mac-only application!
Posted by: ClubPenguinCheats | 18 May 2011 at 12:49 AM