Tag: Sprite Kit

The Slippy Flippy Challenge: Make Marquee Style Scrolling Backgrounds

To give a sense of motion in a game one can use parallax backgrounds. Such backgrounds are in constant motion, but at a different rate than the foreground motion. In Slippy Flippy, we use ice floating by on the water for such an effect….

Living Without Story Boards: Using SKEmitter Nodes to Make the Fire Pendulum.

In this last lesson in building the clock, I’ll introduce emitter nodes. I’ll turn our pendulum into a  ball of fire and make it snow in the app. Emitter nodes are special nodes that emit particles which follow their own physics. They cannot be assigned…

Living without Storyboards: Make a Working Stopwatch in Sprite Kit

Over the last few posts we’ve made a clock and stopwatch application in Sprite Kit. Last time, we added an animated button display for the stopwatch. This time we get the stopwatch buttons working. Get Our Variables in Order We will use several variables…

Make a Clock In Sprite Kit: Adding a Button for a Stopwatch

In the clock app so far, we have a date and a time. We can switch between them by tapping the screen of our phone. Most apps use a button for this, and it’s time we added our first button. Our app will now…

The Slippy Flippy Challenge: Make Active Boundaries in Sprite Kit.

In Flappy Bird,  hitting the top or bottom boundaries ends the game. They also convey a sense of motion. The boundaries make for a better playing experience. Last time, we set up collision detection, but we need boundaries that are sprites. Sprite node boundaries…

Make a Clock in Sprite Kit: Adding Animation to the Clock

In our first installment, we added a label and set up a clock.  We could easily do that with a story board and a wired up label. The point of series this is to have a lot of cool animation running in Sprite Kit…

Living Without Storyboards: Make a Clock with Sprite Kit

Sprite Kit — it’s not just for games anymore.  Sprite Kit is of course meant to write games, a full 2-d game engine waiting for use inside Xcode and iOS7.  While simulating buttons  writing SlippyFlippyPenguin, I began to realize there’s a lot more here…

The SlippyFlippy Challenge: Working With Sprite Kit Collision Detection

In our last installment, we ran into a problem trying to get collisions to work correctly with the obstacle. We want it to interact with the penguin, but not the game world. If we  turn on physics, either the edgeLoop on the scene  blocks the…

The SlippyFlippy Challenge: Make a Better Obstacle in Sprite Kit

Build a Better Obstacle In the SlippyFlippy challenge we have a small obstacle. In Flappy Bird there are two obstacles which the bird has to pass between.  Let’s change our current obstacle into a pass-through obstacle like Flappy Bird.   Make a Random Obstacle…

SlippyFlippy 1.1: The Bug Hunt

Since my last post I got my first one-star review of SlippyFlippyPenguin. The Hard Mode bug  did it. Someone else can’t start the game in hard mode. In my last entry, I set up  a timer to fix what I thought is a user-related…