researching that right
away.
--
Charles
On February 3, 2016 at 01:31:54, Quincey Morris
(quinceymor...@rivergatesoftware.com) wrote:
On Feb 2, 2016, at 19:00 , Charles Jenkins wrote:
I’m thinking of presenting a “menu” SpriteKit SKScene with an SKSpriteNode
button on it that says “Set
On Feb 2, 2016, at 19:00 , Charles Jenkins wrote:
>
> I’m thinking of presenting a “menu” SpriteKit SKScene with an SKSpriteNode
> button on it that says “Set Background Music,” and when the user touches that
> node, I then switch to an entirely new screen for picking media.
>
When I’ve previously dabbled a bit with iOS programming, it was with normal
UIView forms and controls.
Now I’m writing my first SpriteKit game, and I want to give users the ability
to select their own background music. Can I use “normal” UIViews to do that,
and have the standard media pickers
On Dec 28, 2015, at 11:02 , Charles Jenkins wrote:
>
> No sarcasm. Since the advent of Swift, it seems each version of Xcode has its
> weak and unstable points, and I just supposed SpriteKit was one of them for
> this version.
No, each version of Xcode has invented its own insta
> On Dec 28, 2015, at 11:02 AM, Charles Jenkins wrote:
>
> No sarcasm. Since the advent of Swift, it seems each version of Xcode has its
> weak and unstable points, and I just supposed SpriteKit was one of them for
> this version.
Kernel panics have nothing to do with Xcode.
No sarcasm. Since the advent of Swift, it seems each version of Xcode has its
weak and unstable points, and I just supposed SpriteKit was one of them for
this version.
I’m using a 2010 MacBook Air at the moment; hoping to buy a beefy iMac soon,
but first I gotta see what the taxman says this
> On Dec 28, 2015, at 6:23 AM, Charles Jenkins wrote:
>
> While less than ideal, I expect kernel panics when developing for SpriteKit
> on the Mac are just the way things are these days, right? Nothing to really
> worry about?
Can’t quite tell if that’s sarcasm… Obviously ke
I’m testing the iOS game-development waters by working through Ray Wenderlich’s
iOS and tvOS 2D game-development tutorial book. I’ve never used SpriteKit
before.
I have the latest released (non-beta) versions of El Capitain and Xcode. I’m
experiencing regular kernel panics when working with
Thanks. I logged a bug.
Alex
Am 29.04.2014 um 03:04 schrieb Graham Cox :
>
> On 28 Apr 2014, at 6:53 pm, Alexander Reichstadt wrote:
>
>> Before wasting further time, are joints on Mac OS X SpriteKit a known issue
>> at this time?
>
>
> I don't know
On 28 Apr 2014, at 6:53 pm, Alexander Reichstadt wrote:
> Before wasting further time, are joints on Mac OS X SpriteKit a known issue
> at this time?
I don't know, but if it is it would explain the difficulties I had making these
work as well. I created a series of about twenty &
Thanks, overriding prefersStatusBarHidden did it. :)
On Apr 27, 2014, at 12:10 PM, Quincey Morris
wrote:
> On Apr 27, 2014, at 09:29 , William Squires wrote:
>
>> Thanks - reducing the scene to just the score label reveals that - without
>> the background - the (solid) background color is no
n method, but that makes no difference.
I found this nice tutorial with all its code inside, but that does not work
neither:
http://hub.ae/blog/2014/03/26/soft-body-physics-jellyusing-spritekit/
You can copy paste that code, adjust it to Mac OS X and the alleged jellyblob
is just a bunch of dot
On Apr 27, 2014, at 09:29 , William Squires wrote:
> Thanks - reducing the scene to just the score label reveals that - without
> the background - the (solid) background color is now a dark gray, rather than
> black, and I can just make out the (simulated) title bar at the top where -
> on a r
On Apr 26, 2014, at 17:13 , William Squires wrote:
> I'd show you what this looks like, but I don't think users are supposed to
> post pics to this group.
You can post screen shots in the Developer Forums, and you’ll find more people
with SpriteKit experience there.
>
Okay, here's a puzzling one... Here's my init method for the SKScene:
-(id)initWithSize:(CGSize)size
{
ERGPlayer *player = [[ERGPlayer alloc] init];
SKAction *tempAction = nil;
SKAction *waitAction = nil;
if (self = [super initWithSize:size])
{
self.currentBackground = [ERGBackground generate
On Apr 21, 2014, at 08:13 , William Squires wrote:
> Question: given an SKLabelNode (reference), is there some way to render it,
> and turn the rendered image into an SKSpriteNode? I know about [SKSprite
> spriteWithImageNamed:], but that takes a filename of an image in the bundle,
> not an ac
Question: given an SKLabelNode (reference), is there some way to render it, and
turn the rendered image into an SKSpriteNode? I know about [SKSprite
spriteWithImageNamed:], but that takes a filename of an image in the bundle,
not an actual UIImage, and - since one cannot save into the bundle (at
On 9 Apr 2014, at 9:58 AM, Jens Alfke wrote:
> Frankly, I don’t even know what that memory-usage graph in Xcode’s debugger
> pane is showing. I’ve found that “memory usage” is a slippery concept in a
> modern OS, and unless you know exactly what you’re looking at, it’s easy to
> draw the wrong
On Apr 9, 2014, at 3:45 AM, Alexander Reichstadt wrote:
> This code is bound to a menu item method test. When looking at memory in
> Xcode I would expect for it before adding any children to be identical to
> after removing all children. But memory steadily increases.
Try using Instruments, s
Hi,
in trying to find the source of a memory leak I think to have in my project, I
ended up creating a plain SpriteKit project from template and did the following:
- (IBAction)test:(id)sender
{
if (self.skView.scene.children.count>0){
[self.skView.scene removeAllChild
Hi,
Has anyone tried and succeeded in capturing the contents of an SKView to an
NSImage ? Techniques working for a regular NSView won't work apparently because
an SKView is based on OpenGL. I tried taking advantage of the fact that an
SKScene is an SKEffectNode and used a custom CIFilter which
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