Creating a Generic Node Component in SpriteKit

After the development of my simple puzzle game, one of the things I wanted to do differently was using a generic Node Component. This would be a component that would do all the scaling, rotating, and positioning in such a way that it could apply to any node type (label, sprite, shape, etc) or even things like particle emitters.

In this post, I’ll create a simple SpriteKit scene with a basic render system and a few simple components to see how this might work.

As I write this, I’m walking the Dale’s Way with nothing but my iPad Pro so this will all be done using the Swift Playgrounds app.

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All the Procreate Brushes

I have a core collection of brushes that I use on a day to day basis with Procreate. I kept meaning to try out some of the other brushes but I never quite knew what to reach for.

While hiking the Dales Way, I spent the evenings sipping fine ales and going through every brush on offer. I wanted to find out what each of them looks and feels like, how they work with pressure, and what difference using the side of the Pencil has vs the point.

Here are twenty screenshots detailing every brush in the standard install of Procreate.

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Developing A Jigsaw Puzzle Game Part 10: Final Thoughts

I have reached the end of my jigsaw puzzle game journey!

Documenting this process in as much detail as I did has been revealing. There were holes in my knowledge: things that I knew how to do without a full understanding of how they actually worked. Trying to explain every line of code forced me to reach for that deeper understanding.

Despite this, some of my decisions were still questionable and I would do certain things differently now. On the other hand, I was pleased at how other aspects came out and there are ways that I have implemented things in this that I definitely want to pull into my adventure game engine.

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