When searching for tips on how to save game data in SpriteKit, most posts explain how to save one variable (high score, for example). In that regard, this Thinking Swiftly post was extremely helpful, and is where a majority of the code below comes from. I just wanted to extend that post, and look at how an entire object could be saved in a self contained way.
Read More…Cutscenes are a labor of love, so it is hard accepting that some people just don’t care. That story that took months to bring together may be amazing to you, but to others it is just an inconvenience. So, for that reason, we have to make cutscenes skippable. However, I didn’t want to just settle at skipping the entire scene. I wanted to also make it skimmable for the speed readers, or those who are mildly interested.
Read More…Those of you who follow me know that I’m working on a game that will have ~200 nodes on the screen updating every frame. Because of that requirement, I’m constantly looking at how I can incrementally improve performance. Slowly but surely, I’m making this game a well oiled machine. Today, I stumbled on a significant slow down, and the resulting fix that shaved off 16% CPU usage: caching enumerateChildNodesWithName
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I’ve been working through a particularly nasty issue, so it feels right to document it for anyone else who encounters it. Also, just to serve as a note and reminder that game development is full of unexpected, time consuming tasks on a near weekly basis. This most recent problem — releasing a build to an iOS device fails to compile, but it works on the simulator. Specifically, this occurs when I try to change the Swift compiler optimization level.
Read More…The introduction of Swift comes at a perfect time for me. I’ve been working on a SpriteKit game in Objective-C for 10 weeks now, and some of the code is definitely in need of refactoring. Refactoring is known to be tedious, so being able to learn a new language during the process is a plus. I’ve been taking notes of any challenge I’ve come across during the conversion.
Read More…Currently viewing posts in the category swift.
Armed with little to no game development experience, the Brothers Campbell are attempting to make video games for a living. We believe the best way for us to learn is to do what comes naturally to brothers — Compete! The challenge is to see who can make the most successful video game on a budget of $25,000 and in one year’s time. The duel begins on April 7th, 2014 and we'll be documenting the journey.
It’s simple. The most profitable game wins. We’ll have 6 months to market the game after the one year development deadline on April 7th, 2015.
Learn more about the competition