
Devlog #9: Bullet Pattern Engine
In this episode I introduce the first iteration of my shoot'em up bullet pattern engine written in Swift as well as a bunch of Level Editor enhancements.
In this episode I introduce the first iteration of my shoot'em up bullet pattern engine written in Swift as well as a bunch of Level Editor enhancements.
In this episode the animation component has been improved and can handle more states and orientation. Also a path editor prototyped in Xcode playgrounds is introduced.
This is the first part of two dealing with how to handle preloading of SpriteKit game assets in Swift using an OperationQueue with asynchronous Operation objects.
This episode is focused on aspect ratio in SpriteKit and my approach to handle the logic to keep the gameplay fair and consistent between devices with different aspect ratios and resolutions, without having to resort to letter boxing.
Table listing the resolutions in points and pixels for all Apple devices that are relevant for game development as of February 2020. Enjoy.
Let's take a look at a solution for SpriteKit when handling multiple resolutions and aspect ratios for a pixel based game which has to work consistently on any screen size.