You may have noticed things have been quiet here recently. The reason is that I have been hard at work trying to learn new things myself. Machine Learning is to blame for my currently distracted state, but if you haven’t looked into it, perhaps I can help you catch the bug too.
A lot of sprite games include tiled backgrounds. Tile Maps are a special tool which allow the creation of these backgrounds without needing large arrays of nodes, which could otherwise potentially cripple your game’s performance. This post will provide a quick overview for tile maps and features including: tile animations, tile variations, 8-Way Adjacency Groups, Custom Adjacency Groups, and a Tile Definition’s User Data.
One of the first learning hurdles encountered with SpriteKit comes when determining how to get the contents from a scene to display as expected on various devices, each with their own resolution and aspect ratios. We will review a scene’s scaleMode property as a built-in solution that may work for some projects. Then, we will build a custom solution to overcome the limitiations we were otherwise stuck with.
I have recently been tasked with the implementation of accessibility related to blindness on a few different iOS projects. There is a lot of documentation on this already, but finding it all in one place and getting a “quick” overview of the basic idea were a bit harder to find. Following are the notes I made for myself as well as some tips and gotchas that others might benefit from.
There are a ton of resources available that show the end result of tile-based games. Fans, hobbyists etc, painstakingly capture entire dungeons, shops, towns and world maps etc. from their favorite games. The TileMapper project is a tool created using Unity which allows you to easily extract the unique tiles from a tile map (for educational purposes of course). It has a variety of features to make this process easy and even includes a feature to help you recreate the map using the newly captured tiles.
In the last post, I introduced the concept of Source Control and introduced several options available to you. In this post I want to focus on just one option and show some sample workflow of it’s use with Unity. We will create a new Unity project and configure it for versioning, initialize a local repository, make some commits, branches, and merges, as well as discuss some patterns of source control you should consider using. Continue reading
I’ve been experimenting with the UI tools Unity just released in version 4.6. I am very happy so far, so for this post, I am going to use it to create the interface for our Text based RPG game. Continue reading