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.
Let’s get…physical.
(sorry.)
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.
Let’s get…physical.
(sorry.)
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…).
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.
My bandmate Patrick is starting a guitar, pedal, and amp review site called Always More Gear so I did some stylised vector illustrations of some of his recent acquisitions.
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.
We’ve now left Brighton so I won’t be able to go to any more Draw Brighton classes but these sessions have been super helpful.
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.
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.
With the addition of win conditions, support for multiple puzzles, and the ability to rotate pieces, this basic jigsaw puzzle game is almost done.
Taking advantage of going to class with an iPad Pro.