Spent a few days at Disney so here’s Big Al from the Country Bear Jamboree. He sings a cover of Blood on the Saddle, which is pretty dark for an animatronic cartoon bear tbh.
We are heading to Hawaii in January to go and see the whales!
Pretty sure we won’t see any Blue Whales, though.
I have a game project with two targets, one for macOS and one for iOS. I want to use the same
SKScene file for both. I add the
SKS file and set the targets as follows:
I am now streaming regularly on Twitch! At the moment, I am playing through Alien: Isolation. To promote my channel, here’s me being pursued by an alien.
Now that the physics is working for this basic node component, let’s make it a full contact sport. Contact detection is a huge benefit of using a physics engine, so in this SpriteKit tutorial I want to make sure that we can still enjoy those benefits while adhering closely to my weird interpretation of Entity Component Systems.
Concept thumbnails of a scene from my adventure game. Going for a beat up old bathroom out the back of a rural gas station. The kind of place where you only pee if you’re really, *really* desperate.
Now that I have node components working in SpriteKit, it’s time to add something more dynamic than tapping to add a node that then doesn’t do anything.
Continuing with my New Master’s Academy course, working the skulls up into finished drawings of differing styles.
From left to right, a single tone, two tones, and all the great tones!
During my puzzle game process, I came up with a way that I could use a single Photoshop document and from this create larger sprites for iPads and Macs and smaller versions for iPhones.
Turns out that this might have had a case of Premature Optimisation (ladies…).
Signed up to New Masters Academy and I am working my way through Mark Westermoe’s Reilly Method Head Drawing.
Here are some skulls.