Tag

Game Development

Hypastorm Asset Workflow

Hypastorm Asset Workflow

With Hypastorm completed and released on all target platforms, the time has come to look at a breakdown of my asset workflow during the production of the game.

Xcode Asset Catalog Generator

Xcode Asset Catalog Generator

I've released one of my game development tools, Xcode asset catalog generator, on GitHub. The tool builds the Xcode asset catalog from source assets and generates images with optimized sizes for iPad, iPhone, Apple TV and Mac.

Hypastorm Released

Hypastorm Released

I recently released Hypastorm, a casual, twin stick action shooter game I've developed for iOS, tvOS and macOS. It is available on the App Store. And what is going on with LunaX Engine?

Gamedev File Structure

Gamedev File Structure

File structure for game development. When I was starting my first game last year I was looking for this type of information but I couldn't find any good resources. Here's a breakdown of how I organize my game projects.

Devlog #12: Art Pipeline

Devlog #12: Art Pipeline

In this episode I've ironed out the art pipeline to use for LunaX Engine. The pipeline is built around Blender 3D combined with custom generator tools.

Devlog #11: Items & Weapon Upgrades

Devlog #11: Items & Weapon Upgrades

In this episode I've implemented collectible items and weapon upgrades. Also I've started to do initial dabbling with Game VFX that will end up in SpriteKit.

Devlog #10: Game States

Devlog #10: Game States

In this episode I introduce quite a few new things, including damage and health, game states with GameplayKit and fragment shader with SpriteKit.

Devlog #9: Bullet Pattern Engine

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.

Devlog #8: Animation States & Paths

Devlog #8: Animation States & Paths

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.

Asynchronous Operations in Swift

Asynchronous Operations in Swift

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.

Devlog #7: Aspect Ratio

Devlog #7: Aspect Ratio

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.

Devlog #6: Level Editor

Devlog #6: Level Editor

It's time for the sixth devlog of my indie shmup game. I've now built the first iteration of a level editor as a macOS app embedding a SpriteKit view.

Devlog #4: Animation, HUD and Enemy Fire in Swift

Devlog #4: Animation, HUD and Enemy Fire in Swift

It's time for the fourth devlog of my shoot'em up game. In this episode I walkthrough my latest implementations regarding animation, HUD and enemy fire in Swift, SpriteKit and GameplayKit.

Devlog #3: Collision Detection

Devlog #3: Collision Detection

The third devlog of my shoot'em up game is up. This time I walkthrough my latest implementations regarding handling collision detection in Swift, SpriteKit and GameplayKit.

From App to Game Development

From App to Game Development

I'm going "back to my roots" to focus on indie game development. My modern platforms of choice are iOS and tvOS. I'm coding in Swift.