I’m proud to announce that Focal Press has published my book in paperback. Yup, it made the leap from iBook to print, but lost none of the pretty colors. Focal Press bought a few extra barrels of ink to print 492 pages in color for me. How rare is that for a programming book!? So you get colored code with every example. You can find out more at CartoonSmartBooks.com or if you just want to go buy it now, here’s the link on Focal’s site.
Did you know???… CartoonSmart’s long time instructor John Nyquist occasionally gets on the mic with his 3D protege / son to record short, impromptu (and often hilarious) micro-tutorials on Blender… Check out his YouTube Channel at Youtube.com/user/BitsOfBlender
Also John’s mulling around future Blender tutorials as a followup to A Blender Game Character. So if you want to throw an idea out there, leave a comment with your suggestion. Personally, I’d love to see some basic level design for 2.5D side scroller. A little modeling, a little texturing, a little shading. Something like this, maybe?…
In this tutorial, we will focus entirely on creating an Options / Initial Preferences screen, using a Single View Application (or UIView based project) or Sprite Kit based project. We’ll create UISwitches, UIButtons, UISliders, UISegmentedControls (and groups of buttons that act like segmented controls), and finally, a UIPickerView. Picker views can be made up of single or multiple columns of “spin-able” data (for example, Apple’s Clock app has a Timer function made up of a double column UIPickerView).
In our hypothetical project we will create a 3-column picker view which populates itself using data from a Property List file. This data is split into a column for the level name (“Ocean, Bad Lands, etc”), a column for the mode of game play (“Kill X” number of enemies, “Collect X” number of coins, or “Beat the Clock”) and third column for a number parameter to tweak the difficulty of each game mode (for example, you could add more time to the “Beat the Clock” mode or add more enemies to kill). We will make the wheels interconnected as well. So if you spin the first wheel to set the level, it will change the other two wheels to default to the settings defined in the Property List for the level. If you spin the middle wheel to change the game mode, it will automatically change the third wheel to use a different range of numbers (one mode of play might be best with a small range like 1-15, but another might work better in increments of ten, like 60-300). All of our data is stored in a singleton AppData class, which serves as a go-between to use (or test) our preference variables with any other class. You’ll see how to test any changes made in the OptionScreen class with the main game / app class.
The source projects are saved in increments throughout the tutorial series, for both UIView and Sprite Kit based projects. Also included are the images to use throughout the course.
CartoonSmart welcomes back John Nyquist to the teacher’s lounge, with his return to Blender. This amazing 9 hour course teaches everything you will need to know to create your own Game Character (or other game-related art), with Blender (the free 3D program). You’ll learn how to take a basic illustration or idea for a character, model it in 3D, animate it, and ultimately export out sequential PNG files which you can use in your next app or game.
Check out a short promo below…
My latest Sprite Kit lesson covers a long-time favorite topic of mine, Role Playing Games! The entire course is 8 hours long (divided up into shorter 10-20 minute movies). I’ll give you a brief overview of the lesson below, but you can find out more at the sales page.
Each level is a physics based world, one thing we will do early on is program our own debug borders around the physics objects. This way we can see exactly what the collision area is around the world, characters, etc. This was an easy option to turn on with Cocos2d, but unfortunately with Sprite Kit, you need to do a little extra programming.
The screen shot above shows part of the Property List we will create during the lesson. This will be used to populate each level, and define dozens of options on a per-character basis. Each character can have their own texture set, with options for side views, back views, front views, resting and attack frames.
We will add Sprite Kit Particle emitters when the character attacks / dies. These are a great addition to Xcode 5 and a lot of fun to play with.
Once the initial setup is done, we can play around with the physics environment. Sending players, coins, whatever, bouncing around the scene based on physics forces or impulses.
Interested? See more at the sales page for How to Make a Role Playing Game with Sprite Kit.
Or continue reading the entire course outline below…
We can not only install iOS 7 today, but we can actually talk about Sprite Kit now that everyone’s lips are unsealed. If you didn’t know already Apple has created their own 2D game engine built right into Xcode 5. Sweet, eh.
There’s 4 ways to watch this entirely free starter course. The Sprite Kit parts are about an hour into it because I recorded some intro videos for new users to Xcode and Objective-C….
Our friends at ToonBoom.com are offering student pricing for EVERYONE, until Aug 31.This is a whooper of a good deal, since it shaves off up to 60%. Also if any of you hadn’t noticed, Animate and Animate Pro are now up to version 3…