In this post we’ll build a simple game from scratch. Along the way, we’ll touch on some of the most important aspects of the SpriteKit library.
For players, one of the most scrutinized aspects of a video game is its immersion factor. For designers, it’s creating the illusion with seamless finesse. From the first apprehensive steps of level 1 to the final bold strut of level 70, players are deeply woven into an economic system.
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Last time, we looked at countdowns in games, how they are set up, and what elements you can use to make them more engaging. There are much more than will fit in a single article, though!
Countdowns are simple elements that appear in a lot of games, yet their design can be easily overlooked.
In this tutorial, I will try to introduce the interesting world of hexagonal tile-based games using the easiest of approaches. You will learn how to convert a two-dimensional array data to a corresponding hexagonal level layout on screen and vice versa. Using the information gained, we will be creating a hexagonal minesweeper game in two different hexagonal layouts.
Unity is a multi-platform game engine developed by Unity Technologies and is used to create video games and applications for a multitude of devices (PC, consoles, mobile devices, and even websites). Unity’s core advantages are its robustness and portability; Unity targets several known APIs such as Direct3D, OpenGL, OpenGL ES, and the recent Vulkan.
In this series, we’re learning how to use SpriteKit to build 2D games for iOS. In this post, we’ll continue our exploration of SpriteKit nodes, and learn about a special kind of node called a “sprite”—an
Hello, Augmented Reality traveller! In this post, I’ll show you some cool features of Vuforia that make it possible to create engaging AR apps. We’ll take a look at Cube and Cylinder Targets, Smart Terrain, VuMarks, and more. We won’t dive deep into any of those subjects, but I’ll try to cover enough to get you started.
SpriteKit is Apple’s 2D game engine—a rendering engine built on top of OpenGL. It was introduced with iOS 7, and each subsequent release has brought great additions to the framework. With the use of textured sprites, a built-in physics engine, and the very powerful
SKAction class, you can very quickly build functional 2D games.
In this final part of the tutorial series, we’ll build on the first tutorial and learn about implementing pickups, triggers, level swapping, path finding, path following, level scrolling, isometric height, and isometric projectiles.
We have all played our fair share of amazing isometric games, be it the original Diablo, or Age of Empires or Commandos. The first time you came across an isometric game, you may have wondered if it was a 2D game or a 3D game or something completely different.
What is best in games? To crush your enemies, see them driven before you, and get cool weapon upgrades? Sadly, the alternative answer—”to heal the sick, bring people together, and make everyone happy”—never really took off.