Welcome to Part 14 of my blog series about iOS game development: SpriteKit and SKConstraint At the developer conference WWDC, in June this year, Apple showed a new class in SpriteKit: SKConstraint. It can be used to define constraints for the orientation, the distance or the position of SpriteKit nodes. In my todays blog post I’ll show […]
Category: Hardware Platform
Welcome to Part 13 of my blog series about iOS game development: Universal Storyboards At the developer conference WWDC, in June this year, Apple showed a nice concept for targeting multiple form factors: The Universal Storyboards. Basically this replaces the iPad and the iPhone specific storyboards with one universal storyboard. To enable different layouts for tablet […]
Welcome to Part 12 of my blog series about game development: convert ObjectiveC into SWIFT Today I’ll show how to combine SWIFT with Objective-C code. There is no need to migrate all of your existing code to SWIFT. You’ll not sell one App more, if this is the only improvement of your new version. Not […]
Welcome to Part 10 of my blog series about game development. Today I’ll show how to use a delegate pattern to communicate with the ViewController which contains our Scene. You can download the project from GitHub: v0.7 if you haven’t completed part 8. One of the most important characteristics of this pattern is ‘Inversion of control’. The goal of […]
Welcome to Part 9 of my blog series about game development: pragma mark directive Todays post is very short. I’ll only show how the ‘#pragma mark‘ directive can help you to organize your code. The navigation bar on top of the code window provides the possibility to navigate in your code. Just click on the last entry: […]
Welcome to Part 8 of my blog series about game development: HUD with SpriteKit Today I’ll add a HUD (head up display) to the SpriteKit Scene. The HUD shows the remaining lives, current, level, score and has the option to pause the game: Create the HUD: 1. Create a new SpritKit project in Xcode: […]
Welcome to Part 7 of my blog series about game development: Scrolling with parallax effects Today I’ll extend the parallax effect from part 5 of my posts with vertical scrolling. This should increase the illusion of depth. To control the movement I’ll use the motion sensors as described in part 6. Steps to achieve this […]
Welcome to Part 6 of my blog series about game development: Device Motion Sensors Today I’ll include motion detection to control the movement of my game. iOS offers a powerful API to handle motion detection with the CMMotionManager class. Let’s start with a small standalone project to show how to use the motion detection:
Welcome to Part 5 of my blog series about game development: Endless Scrolling Today I’ll create a component which implements the endless scrolling and adds some parallax effects. I’ll use SpriteKit for that. A nice tutorial about SpriteKit can be found here and here and here. If you haven’t completed part 3 or 4, you can download the project from […]
Welcome to Part 4 of my blog series about game development: Endless Scrolling Today I’m showing how to implement an endless scrolling which is typical for Jump & Run games. First of all you need a background with 3 sections like the one shown below: Section 1 and 3 must be identical […]