In one of my many previous posts on screen sizes I mentioned that I have decided to use points and asset catalogs with scaled assets for AdventureKit.
Now that I’ve resigned myself to creating assets for all the different devices, I am looking for ways to automate this process as much as possible.
A lot of what drives my entities happens in pseudo-systems. These systems are
GKComponent subclasses where the
update(deltaTime:) method goes in an extension in order to separate the verb part of the component from the noun part:
The test project I created for my SpriteKit components library is getting out of hand. Here is a panel from the introduction comic.
Yep, my example mini-game now has an introduction animated comic (if you were wondering why I haven’t released an actual game yet).
Another environment study of a coffee shop in Brighton. The reason for the extremely wide aspect ratio is that this will be a development asset for my adventure game which will use single assets for Macs, iPhones and iPads—see this post on setting up Photoshop documents for more details.
Now that I have a game where pieces are randomly placed and the player can drag them into position to win the game, I want to make things more difficult.
When the game begins, as well as being randomly positioned, the pieces will be randomly rotated.